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MONTHLY 

review 

FOR 




A NEWSHELD PUBLICATION 

No. 29 SEPTEMBER 1987 


THE MAG m 
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EVERYBODY’S 
GONE SURFING 

CALIFORNI 

GAMES 

I THE RETURN OF GREMLIN 
I SPHERICAL HERO 

I RE-BOUNDER 










TWO NEW SPORTS SIMULATIONS 

FROM EPYX 


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Editor 

Ciaran Brennan 

Assistant Editor 
Julian Rignall 
Staff Writers 

Steve Jarratt, Lloyd Mangram, 

Paul Sumner 

Contributing Writers 

Gary Liddon, Mel Croucher, Philippa Irving, 
Andrew Braybrook 

Editorial Assistant 
Glenys Powell 
Production Controller 
David Western 
Art Director 
Gordon Druce 
Production 

Tony Lorton, Mark Kendrick, 

Matthew Uffindell, Nik Orchard, 

Jonathan Rignall 

Illustrator 

Oliver Frey 

Photography 

Cameron Pound, Michael Parkinson 

Advertising Manager 
Roger Bennett 
Advertising Assistant 
Nik Wild 
Subscriptions 
Denise Roberts 
Mail Order 
Carol Kinsey 


Editorial Production 

1/2 King Street, Ludlow, Shropshire SY8 
1AQ 

® 0584 5851 

Mail Order & Subscriptions 

PO Box 10, Ludlow Shropshire SY8 1DB 
S 0584 5620 

Advertising Information & Bookings 

S 0584 4603 or 5852 


Printed in England by Carlisle Web Offset 
(Member of the BPCC Group), Newtown 
Trading Estate, Carlisle, Cumbria. 

Colour Origination by Scan Studios, 
Wallace Road, London N1 

Distributed by COMAG, Tavistock Road, 
West Drayton, Middlesex UB7 7QE 

No material may be reproduced in whole or 
part without the written consent of the 
copyright holders. We cannot undertake to 
return any written or photographic material 
sent in to ZZAP! 64 magazine unless 
accompanied by a suitably stamped 
addressed envelope. Unsolicited written or 
photographic material which may be used 
in the magazine is paid for at our current 
rates. 


NEWSFIELD 

A NEWSFIELD PUBLICATION 



MEMBER OF The AUDIT 
BUREAU OF CIRCULATIONS 


© Newsfield Publications Ltd 1 987 

Rockford appears in ZZAP! 64 by kind 
permission of First Star Inc, whose 
copyright he remains. 



ISSUE 29 SEPTEMBER 1987 


REFINED REGULARS 


7 EDITORIAL 

Ciaran Brennan tells it like it is 

33 ZZAP! RRAP 

Bursting forth from a heap of unsolicited SAE’s, 
Lloyd goes talkabout with the ZZAP! readership 

42 WHAT'S NEW 

Britain’s Brightest Commodore Monthly brings 
you the gossip from inside the world of the C64 

47 THE WHITE WIZARD 

A Rainbird spectacular, featuring KNIGHT ORC 
and GUILD OF THIEVES . . . and who are those 
shady characters? 

54 MANOEUVRES 

Philippa returns to go on the road with AUTODUEL 
and to indulge in a spot of gardening with SHARD 
OF SPRING 

59 ZZAP! TIPS 

Play to win with maps of HEAD OVER HEELS and 
THE LAST NINJA - not to mention an amazing 
amount of hints and POKES 


68 TECHNICAL BIT IN THE MIDDLE 

Raster interrupts drive Mr Liddon off the rails 

85 COMPETITION WINNERS 

Is your name included? Rush to page 85 and find 
out! 

88 THE SCORELORD PONTIFICATES 

The greatest gamers blow their own trumpets 

110 ZZAPBACK 

Julian and Steve take a retrospective view at 
issues eleven and twelve 

114 READERS' CHARTS 

The chart that’s by the readers and for the readers 

1 1 7 PREVIEWS 

Things to come in future issues . . . including 
YOGI BEAR from Piranha, RENEGADE and 
ATHENA from Imagine and a profusion of releases 
from Cascade Games 

121 TERMINAL MAN II 

Things hot up for Cross and company 


FASHIONABLE FEATURES 

70 DEDICATED FOLLOWER 

Sega’s dedicated games console gets the once 
over 

72 TWENTY TWENTY VISION 

Julian Rignall sees eye to eye with Binary Vision’s 
Paul Norris 


79 MENTAL PROCREATION 

Andrew Braybrook’s labours reach their penulti- 
mate stage 

82 TAMARA KNIGHT 

Due to overwhelming popular demand, Mel 
Croucher’s trek across the universe reaches its 
inevitable conclusion 

87 READER OFFER 

A spectacular shoot ’em up offer - for your eyes 
only 


STARS FOR SEPTEMBER 


8 ZYNAPS 

Hewson’s latest shoot ’em up sizzles its way 
across 12 colourful levels 

12 RE-BOUNDER 

Gremlin’s Bounder returns - meaner than ever and 
twice as agile 

1 8 CALIFORNIA GAMES 

Epyx’s sunny compilation wins a Gold Medal to 
wear on the beach 

47 GUILD OF THIEVES 

Become a part of the criminal underworld with 
Magnetic Scroll’s stunning adventure 

90 DECEPTOR 

US Gold’s metamorphising release allows you to 
become half man, half car and half robot (that’s 
three halves isn’t it???) 

94 STREET SPORTS BASEBALL 

Baseball is kid’s stuff when you play with the Epyx 
Streetsports gang 

1 06 STAR PAWS 

Catch the Griffin in this race against time from 
Software Projects 


CRUCIAL COMPETITIONS 
25 ZYNAPS 

Have a real-life shoot ’em up courtesy of Hewson 

44 FIREBIRD COMP 

Win a Bubble Bobble arcade machine of your very 
own in this major Firebird competition 

53 CALIFORNIA GAMES 

Become the envy of your street gang, with a host 
of street-cred sports gear from Epyx 

74 PCW1987 

Get in free to this year’s Personal Computer World 
Show with one of 50 free tickets! 




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By the way, the next ZZAPi’s on sale on 
September 10th - be there or be a triangle. 


ZZAP! 64 September 1 987 3 








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|i ester • M2 5NS • Telephone 06 1 832 6633 • Telex 669977 Oceans G 




On Sale 
September 17th! 

£ 1.25 


' TUNE INTO 
NEXT MONTH’S 
ZZAP! FOR MORE 
V DETAILS... y 


THE BEST 

THING TO HAPPEN 
O COMPUTER MAGAZINES 

1 HU C 

dllM wKZ 

CRASH AND ZZAP! 64 


WHEREVER I LAY 
MY HAT... 




W... 

RSf 



yK 


This has been a remarkable month 
here in ZZAP! towers. After a 
slightly slow start, the flow of soft- 
1 ware eventually picked up at such 
a rate that by the end of the month 
we were inundated with vast quan- 
tities of quality software. When 
was the last time we had a Gold 
Medal and three Sizzlers in 
a single issue? 
What makes this 
activity all the more 
spectacular is that 
it has come so close 
to this year’s PCW 
show - an event which 
usually causes a severe 
software drought. 
Speaking of the PCW show, this 
year’s tenth anniversary bash 
promises to be the best yet, with a 
number of special promotions and 
new releases promised. 

From our point of view, one of 
the show’s major events will be the 
launch of Newsfield’s new 
magazine The Games Machine. 
This exciting multi-user periodical 
is being produced by two of the 
company’s most experienced and 
talented journalists, Graeme Kidd 
and Gary Penn, and promises to 
take a fresh and innovative look at 
the field of electronics entertain- 
ment - a must for any computer 
owner. Tune in next month for 
more details, or see us at stands 
3046 and 3047 (National Hall, Gal- 
lery Level) at the Olympia. 

This month has also been 
interesting from my own personal 
point of view. Apart from the minor 
inconvenience of my house burn- 
ing down, I’ve also become an 
uncle for the first time (congrats to 
my sister Deirdre, her husband 
Vincent and Adrian the sprog!). I’ll 
talk to you again next issue - but 
after a much quieter month I hope. 




' 

W 

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ADVERTISERS INDEX 



Activision 30,31,72,73,112,113 

Ocean 

52,97 

Cascade 

16,29,86 

Piranha 

36 

Database 

21 

Rainbird 

46 

Doctor Soft 

95 

Software Projects 

24 

E&J 

95 

Thalamus 

43 

Electronic Services 

95 

The Games Machine 

6 

Evesham Micro 

84 

US Gold 


Firebird 

45 

2,22,23,32,76,77,92,103,123 

Gremlin Graphics 

11,109,124 

Video Vault 

39 

Imagine 

4,5 

Verran 

58 

Martech 

91 

ZZAP! Backnumbers 

120 

Mattel 

40,41 

ZZAP! Mail Order 

104 

Microprose 

15,75,98,116 

ZZAP! T-Shirts 

67 


GAMES REVIEWED 


i s 

Auto Duel 

56 Realm 

27 

California Games 

18 Rebel 

17 

Convoy Raider 

102 Re-Bounder 

12 

Deathwish III 

93 RoadRunner 

10 

Deceptor 

90 Shard of Spring 

55 

Denarius 

96 Snap Dragon 

96 

Exolon 

28 Star Paws 

106 

Game Over 

1 08 Streetsports Baseball 

94 

Guild of Thieves 

47 The Living Daylights 

99 

Kikstart II 

105 Thunderbolt 

100 

Mr Weems 

14 Trans-Atlantic Balloon 


Mystery of the Nile 

101 Challenge 

101 

Pirates 

26 Zynaps 

8 


ZZAP! 64 September 1 987 7 


I 


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■ 








ZYIMAPS 

Hewson, £8.95 cass, £12.95 disk, joystick only 

•A thrilling audio-visual experience in deepest space 


F ar out, in the most remote 
reaches of space, a group of 
three mutli-role Scorpion 
fighters set off on a mission to seek 
out and and destroy a secret alien 
stronghold. You are their leader. 

The action is set over 12 differ- 
ent horizontally scrolling levels, 
starting inside the narrow and 
twisting confines of a space sta- 
tion. As soon as the Scorpion sets 
off, alien craft zoom in to attack. 
Contact with them or their missiles 
has fatal consequences, but an 
on-board double shot laser is used 
to defend the craft. 

When a formation of aliens is 
shot, a glowing fuel pod is drop- 
ped. These are automatically 
picked up when touched, the fuel 
enters directly into the ship’s 
weapons system, and an icon is 
displayed at the bottom of the 
screen. At first this represents 
extra Speed, then advances to 
extra Lasers, Plasma Bombs, 


Homing Missiles and finally 
Seeker Missiles. When the desired 
addition appears, it is added to the 
Scorpion by keeping the fire but- 
ton depressed (the fighter glows 
to show readiness to accept an 
extra feature) when the next fuel 
pod is collected. The Scorpion 
holds a maximum of four extra 
speed and laser units, and two of 
any other feature. 

When the Space Station’s exit 
port is reached, a large alien 
mothership appears and blocks 
the way. Destroying this is the only 
way to progress to the next level. 

After the confines of the Space 
Station comes a dense asteroid 
field filled with attacking craft, and 
after that comes a series of 
stranger and stranger alien envi- 
ronments until, on level 12, the 
alien base is reached - where a 
final deadly confrontation with the 
Mother alien is staged. 


I f you think that the horizontally scrolling format is beginning 
to be played out - play this and think again. Zynaps is addic- 
tive, plays well and feels good. The Scorpion handles beauti- 
fully, with just the right amount of inertia, and the alien attack 
patterns are unusual, with odd swirling and bouncing attacks. 
The progressive icon system is totally unobtrusive and allows 
features to be added without interrupting the gameplay at all. 
In fact, the only thing that lets down the game design is the fact 
the level restarts whenever the craft is destroyed. It’s pretty 
tough going, and later levels seem almost impossibly hard - but 
practice pays off. A brilliant atmosphere is generated by the 
unusual and pretty graphics, and the smart sound effects are 
suitably fitting. If you’re a shoot ’em up fan, don’t deny yourself 
a slice of this action. 



► Having just negotiated the asteroid belt, the Scorpion is faced by 
the threat of aMen strike craft - if it ain’t one thing it’s another! 




Gone Paused 



► The first mothership proves an elusive adversary 





► The cartoon-like settings of the Arizona desert set the scene for 
the madcap activities of the two Warner Bros characters 


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8 ZZAP! 64 September 1 987 



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► Lev*! three, and tha attack of the mutant bubbles is w#H underway 


O kay so it’s an old formula revamped in a new package - 
definitely scoring zero on the originality scale. But that 
doesn’t matter, because even ignoring the superlative graphics 
and the super sound effects Zynaps is a great game. Great 
because of the attention that John Cummings has paid to the 
almost faultless gameplay, great because of the continuous 
challenge, all in all just great because it is!!! Head and shoulders 
above the competition Zynaps is a sure-fire winner, bound to be 
hit with arcadesters both young and old. If you’re looking for a 
little something to while away those balmy summer afternoons, 
then why not try Zynaps as a bit of a refresher. 


U p until recently, it was my 
impression that shoot ’em 
ups were always a product of 
the Status Quo school of com- 
puter programming - you 
know what I mean, all exactly 
the same except for a different 
guitar solo. But this is very 
wrong, as Gary Liddon took 
great pains to point out to me. 
Most games of this type differ 
in one respect - feel - and this 
is where Zynaps is a real win- 
ner ... it feels so good. The 
ship is incredibly controllable 
- with a beautifully weighted 
inertial control method - and 
the alien attack patterns pro- 
vide exactly the right amount 
of challenge to give maximum 
enjoyment without ever 
becoming too easy. Another 
important point is the method 
used to select extra weapons 
and abilities - it’s remarkably 
simple, yet the fact that your 
hand never needs to leave the 
joystick adds greatly to the 
enjoyment and playability. Buy 
this - even if you’ve already got 
2,000,000 shoot ’em ups in 
your collection. 


► Only the mothership stands between the Scorpion and level five 






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PRESENTATION 92% 

Pause mode, high score table, . 
one or two player option and 
impressive in-game use of icons. 

GRAPHICS 93% 

Pretty and distinctive, with 
increasingly impressive back- 
drops. 

SOUND 87% 

Pleasanttitle music and wonder- 
fully atmospheric spot effects. 

HOOKABILITY 84% 

Initially difficult, but remaining 
addictive despite the frustration. 

LAST ABILITY 89% 

Twelve tricky levels of death 
dealing mayhem should provide 
more than a fair challenge. 

OVERALL 90% 

An immensely addictive, slick 
and infuriatingly difficult shoot 
’em up. 






ZZAP! 64 September 1987 9 





ROAD RUNNER 

US Gold, £9.99 cass, £14.99 disk, joystick only 


eep! Meep! Here comes 
the World’s fastest 
feathered freak, that 
supersonic Road Runner in his 
very own arcade game. And, true 
to the cartoon series, in paw-blis- 
tering pursuit is the sharp-nosed 
Wile E Coyote, intent on having 
roast Road Runner for dinner. 

The player takes control of Road 
Runner, who has to escape the 
slavering attentions of the horrible 
hound, hie can outsprint the 
coyote with ease, but the prairie 
wolf is a persistent carnivore, and 
is quite willing to pursue his adver- 
sary on paw, pogo stick, 
skateboard or even jet-powered 
skateboard. 

The action is set over 12 hori- 
zontally scrolling levels, with Road 
Runner speeding along from right 
to left and completing a level by 
reaching a set marker. Wile E hot- 
foots behind, trying every trick in 



I love the arcade 
game -and this is 
about as close as 
you’re going to 
get on the 64. The 
graphics and sound are spot- 
on, and the gameplay is 
remarkably similar. The only 
bugbear is the incredibly frus- 
trating cassette multi-load. 
Long, long waits have to be 
endured between levels, and 
even more waiting occurs 
after a game has finished and 
the short cut option is used. 
The disk version is great 
though, with only a couple of 
seconds’ break in the hectic 
action. If you’re a 1541 owning 
Road Runner fan, buy the Com- 
modore version post haste. 
Even the most patient of C2N 
owners should think about the 
long-winded nature of the cas- 
sette format first. 



Anyone wanting 
an exact replica 
of the arcade ver- 
sion of Road Run- 
ner need look no 
further than this latest US Gold 
offering. Unfortunately, for me 
this represents its greatest 
flaw, since I wasn’t that keen 
on the stand-up version. The 
gameplay is very simple and 
chase games, however well 
done, aren’t really state of the 
art in gaming. Having said that, 
this is an extremely competent 
conversion - especially the 
sprites, which are superbly 
animated and have heaps of 
character. The music is great 
too, and serves to induce a ris- 
ing feeling of panic. Cassette 
owners will be overjoyed to 
hear that the multi-load sys- 
tem is one of the worst I’ve 
seen, practically crippling an 
otherwise fun game. An awful 
point is the fact that play 
begins immediately the level 
has loaded. If caught off- 
guard, Wile E. slides straight 
on and grabs you before you 
have a chance to react - truly 
annoying! 


the book to reach his prey. Road 
Runner starts with five lives, losing 
one each time that Wile E gets his 
paws on him. 

The disadvantage of all this 
speed is that energy is expended 
at a vast rate, and the the only way 
to keep going is to collect the piles 
of seeds which are scattered along 
the route. Road Runner faints with 
hunger should five seeds be 
missed, and Wile E then retrieves 
him at leisure. Certain seeds are 
not all they seem, and are rich in 
iron filings. Once these are lodged 
in Road Runner’s gizzard, Wile E 
Coyote uses his powerful magnet 


Watch out Roadrunner - Wile’s behind you! 


to slow him down. 

Trucks, avalanches, crevasses 
and mines appear on later levels, 
representing deadly hazards. 
These also kill Wile E, and if Road 
Runner goads him into a hazard, 
extra points are scored. 

Other features include invisible 
paint spilled upon the road, which 
makes either creature invisible 
when touched, and lemonade 
which is drunk for bonus score. An 
additional score is also awarded 



The lack of con- 
sistency in the 
gameplay always 
put me off the 
Road Runner 
arcade machine, and I feel that 
this conversion has not 
improved the situation at all. 
It’s quite disorientating to play 
a game where the levels vary 
in difficulty as much as they do 
in this one - a pleasant romp 
can turn into an impossible 
trap in a matter of seconds. 
This may be desirable to some 
players, but it only served to 
put me off completely. This is a 
pity really, because Road Run- 
ner does have some strong 
points. The graphics are excel- 
lent, and a great degree of the 
original cartoon’s sense of 
humour has been retained. If 
you’re a disk-drive owner who 
liked the arcade machine then 
I can recommend this - if 
not . . . 



when Road Runner plays chicken 
and lets his ravenous pursuer get 
close and then runs off, poking out 
his tongue as he goes! Meep! 
Meep! 


CASSETTE 

PRESENTATION 67% 

The lack of options and painfully 
slow cassette loader mar an 
otherwise polished product. 

GRAPHICS 80% 

Colourful, smoothly scrolling 
backdrops and well animated 
sprites, fully capturing the 
flavour of both the cartoon and 
arcade game. 

SOUND 79% 

Four whacky tunes and great 
spot effects. 

HOOKABILITY 71% 

Quite playable, but the long 
pauses between levels detract 
from the enjoyment. 

LASTABILITY 57% 

Plenty of action across 1 2 levels, 
but the multi-load would try the 
patience of a saint. 1 

OVERALL 69% 

A very competent and playable 
conversion which is sadly mar- 
red by an awkward cassette 
multi-load. 


DISK 

PRESENTATION 77% 

No options, but slick and 
polished nonetheless. 

GRAPHICS 80% 

See Cassette. 

SOUND 79% 

See Cassette.. 

HOOKABILITY 80% 

Instantly playable and enjoyable 
road running action. 

LASTABILITY 74% 

Twelve levels of increasingly 
tough action should keep the 
toughest of road hogs engros- 
sed. 

OVERALL 74% 

A competent and playable con- 
version which is very true to the 
original. 


' — HDCKRUNNfcR ’ r 








. 




£ 9.99 tape 
£ 14.99 disk 


m CBM 64/1 2 8 s Amstrad 


MASK ,W AND THE ASSOCIATED TRADE MARK ARE THE 
PROPERTY OF KENNER PARKER TOYS. INC. (KPT) 1987. 


The Battle 

Continues!!! J 

loin with the forces of 
MASK, skilfully commanded 
by the brilliant strategist Matt 
Trakker and combat the evil of the 
villainous VENOM In their quest for 
domination of the world. No longer need 
you stand by and passively observe the evil 
deeds of Mayhem and his co-conspirators. 
Here is your chance to dig deep Into your a 
and put your skills to the test against posslt 


the greatest 
master criminal 
the worldltas evej: 
seen* fact otfktfon. 
r This classiccnnftf ct of good 

versus evttiS portrayed with a 
realism and excitement that can only 
tfJead from the world's most famous 
km of superhero^ and supervillains, 
are creations of adventure, there are 






ounder’s back! That lovable, 
felt-covered vulcanised 
bundle of bounces has 
returned to provide more high- 
flying antics on a series of plat- 
forms floating high above the 
world. These aerial pathways are 
under the control of the evil Over- 
lord, and it’s our heroic tennis 
ball’s task to free the suspended 
pathways once again. 

The action is displayed from 
above, with the continually bounc- 
ing bounder bouncing anywhere 
that the landscape allows. Failure 
to hit a solid floating platform or 
piece of machinery on a down- 
ward bounce results in Bounder 
hurtling Earthward, and con- 
sequently a loss of one of his five 
lives. 

The mission begins with the 
landscape scrolling from left to 
right. Aliens immediately fly into 
attack, with their touch reducing 
Bounder’s pressure - represented 
by a fatally shrinking bar. Bounder 
has an unlimited supply of balls to 
shoot at the attackers, although 


the shot’s effect depends on the 
ball’s pressure. Every so often a 
pump station is encountered, and 
when touched gives the player the 
opportunity to increase Bounder’s 
pressure by waggling the joystick 
furiously. After five seconds the 
quest continues. 

Some platforms are marked 
with exclamation marks or ques- 
tion marks, giving a mystery bonus 
when bounced upon. Some 
squares crumble or disappear - 


Re-b-b-b-bounding along over one of the splendid parallax 
platforms 


ust a few minutes is all it takes for Re-Bounder to become 


incredibly addictive, and once it’s got a grip on you it*s very 
hard to put the joystick down. The graphics are incredible, with 
superb bas-relief effects and smooth parallax scrolling. The 
sound is the only slight disappointment - the tune seems good 
at first, but it quickly becomes annoying. The spot effects are 
weak too - but the brilliant gameplay more than makes up for 
these minor flaws. The original is a classic - and Re-Bounder 
looks like it's going to follow in its footsteps. 


Bounder’s life is full of ups and downs - 
especially when he’s trying to shake off an 
elusive Guardian 

Evading the Overlord’s minions is no easy task for Bounder - even though 
he can now arm himself with spinning orbs of doom 


til/ 




















picked up and added to Bounder 
when touched. Extra weapons are 
vital to success, as the aliens on 
later levels become increasingly 
vicious and more difficult to 
destroy. Sixteen smart bombs are 
also available for use against the 
Overlord. 

Junctions appear at regular 
intervals. The scrolling then stops, 
and a large Guardian appears and 
attacks with fervour. A hail of fire 
sees off this menace, and the 
rotund hero continues his adven- 
ture - the available pathways 

W Regular visits to the pump station 
are all that’s needed to keep the 
pressure on 


T he time of sequels is upon 
us yet again - but at least 
this one’s better than the orig- 
inal. Re-Bounder takes the first 
Bounder theme, improves on 
it . . . and then improves on it 
again. The gameplay’s better, 
the graphics are better, the 
effects are better, the parallax 
is incredible and the music 
is . . . well, four out of five ain’t 
bad. Having the screens scroll 
in all four directions is a great 
idea, and really gives the game 
a new dimension. Re-Bounder 
has managed to retain the 
playability of its predecessor - 
but it’s far more flexible, and 
should hold the attention for 
longer than Bounder ever did. 


others set off a deadly reaction. 
Other deadly hazards include lava 
pools, air vents and walls. 

Extra weaponry and armour are 
discovered along the way in the 
form of red tokens. These are 


being indicated by glowing 
arrows. The journey may then con- 
tinue scrolling upwards, down- 
wards or vertically - depending 
the direction chosen. 

There is only one route to the 
Overlord, and if a wrong turn is 
taken and a dead end reached the 
mission ends. Therefore a good 
map or memory is useful - along 
with well developed dextral 
abilities! 


An armour-clad Bounder proves a worthwhile adversary 
for the Overlord’s minions 


T ake all of the playability 
and addictiveness of 
Bounder, add some brilliant 
graphics, a bit of shooting, 
extra firepower and armour, 
multi-directionally scrolling 
levels, a whole host of puzzles 
(not to mention some tricky 
mapping) . . . and what have 
you got? Re-Bounder! All the 
flavour of the original is here, 
but the additional features and 
vastly improved gameplay 
have really added spice. So 
much so, that after playing for 
ages the game was still man- 
aging to throw up surprises. 
The only annoying thing is hav- 
ing to end the mission because 
you’ve reached a dead end - 
but even that compels you to 
go back to the beginning and 
start again. Look this up even 
if you disliked the original - Re- 
Bounder is an excellent game 
in its own right. 


s. 


mi sh 

sbbSSI 









ZZAP! 64 September 1987 13 


'■ 

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n is 


L 







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THE ASTONISHING ADVENTURES OF 

MR WEEMS AND 
THE SHE VAMPIRES 

Piranha, £8.95 cass, £13.95 disk, joystick or keys 


PRESENTATION 52% 

A useful redefine key option, but 
otherwise messy and slipshod. 

GRAPHICS 23% 

Dreadful characters with 
amateurish and undetailed 
backdrops. 

SOUND 8% 

What’s there is harsh on the ears, 
and very ineffective. 

HOOKABILITY 30% 

The messy screen layout and 
tricky control method destroy 
any initial enjoyment. 

LASTABILITY 17% 

Far too frustrating to provide any 
enjoyment. 

OVERALL 19% 

A poorly designed and executed 
Gauntlet derivative. 


I suppose Mr 
Weems can be 
pigeonholed 
along with the 
other multitude 
of Gauntlet lookalikes - except 
that it’s one of the worst to 
have shuffled onto this mortal 
coil so far. It’s absolutely 
pathetic, looks a complete 
mess and plays the same. I 
couldn’t believe how easy it is 
to die - 1 had about five goes in 
as many minutes! One major 
annoyance is the fact that 
leaving a location and then re- 
entering results in the re- 
appearance of all the baddies 
that I’d just slaughtered; often 
causing immediate death. This 
is a surprising release from 
Piranha, just when they looked 
like they were getting their act 
together. Mr Weems? No 
fangs . . . 


^^7 The balding superhero continues his fun-filled frolics in the lair of the She-Vampires 


our mild-mannered hero, there are 
bottles of blood lying about which 
replenish his lost corpuscles. He 
can also take a garlic pill to give 
himself a short-term immunity to 
others’ blood-sucking attentions. 

Not content with merely smel- 
ling like a French chef, Weems also 
totes a garlic-firing gun with limit- 
less cloves. A couple of accurate 
shots from this sends a blood- 
sucking monster back from 
whence it came. The gun is also 
used to smash pots and destroy 
the creatures before they have a 
chance to emerge. 

On reaching level six, our vam- 
pire enthusiast finds the Great She 
Vampire’s penthouse lair. There, 
he kills her at his leisure, but only if 
he has collected a stake, mallet, 
mega-garlic piece,' mirror and 
crucifix en route. 

If he manages to despatch the 
Great She Vampire, Weems must 
make like Seb Coe and leave the 
vampire-ridden Mansion before 
her enraged minions seek him out. 
What a strange hobby . . . 


T racking down vampires isn’t 
only the sport of the Van 
Helsing family - Mr Weems 
also thinks that it’s a pretty good 
way of passing the time. His latest 
escapade involves tracking down 
and killing the Great She Vampire, 
and this release from Piranha gives 
you full control over his blood- 
filled adventure. 


And still the 
Gauntlet clones 
come! This one is 
simply appalling, 
combining all the 
worst elements of the genre 
with dire graphics and abys- 
mal sound. The gameplay is 
awful. You can destroy all the 
pots on one screen, go off, 
return a second later and 
they’re back - monsters and 
all! The control method is 
really fiddly, and when nearing 
the border it’s alt too easy to 
accidently move off screen 
and end up in a middle of a load 
of pots - resulting in a swift 
demise. This frustrating ele- 
ment is made even worse by 
the pathetic collision detec- 
tion on the monsters. The £9 
price tag is rather hopeful - I 
certainly wouldn’t part with it 
for this. 


Once bitten, twice shy - Mr Weems makes haste for the nearest exit 


The action is set in She Vam- 
pire’s six-level, flick screen man- 
sion. The enormous house is filled 
with a maze of rooms and cor- 
ridors, barred by locked doors. Mr 
Weems progresses by collecting 
keys and opening the doors which 
block his route to higher levels. 
Hidden doors and magic transpor- 
ter blocks also provide help along 
the way, but these have to be 
found by trial and error. 

Spread throughout the spooky 
hall are coffins and pots which 
break open to reveal Giant Bats, 
lumbering Frankenstein monsters 
and vile She Vampires. As soon as 
they see the unfortunate hero, they 


When are we ever 
going to see the 
end of these poor 
Gauntlet clones? 
Admittedly the 
scenario is novel, but the 
gameplay is identical to that 
which Druid started on the 64 a 
year ago - only a lot worse. 
Worse still, the whole game 
looks absolutely awful, with 
incredibly crude sprites and 
backdrops. In fact, the way the 
monsters wobble around the 
screen like cripples with bun- 
ions is about the only enter- 
taining aspect of this almost 
terminally boring game. Steer 
well clear of Mr Weems - it may 
well drive you batty. 


give chase and suck his blood, 
represented numerically below the 
main display. If this number falls to 
zero, Mr Weems dies. Luckily for 


1 4 ZZAP! 64 September 1 987 










mm 


Pirates! The world’s first 


negotiate the greatest projits. 

Success will determine 
your status in later 
will you end your days? A 
prosperous noble or common 
scoundrel? 

Pirates! u ill be landing in 
alt good so flu are stores soon. 


Raid treasure- laden 
galleons and p hinder rich 
ports. Learn to navigate , to 
fence and to avoid mutiny 
l fnicpiely Pirates ! 
combines the excitement of 
uin adventure story with the 
challenge of simulation 
decision-making; You iriust 
choose the most lucrative 
expeditions, for^^he most 
fruitful alliances ciHd 


pa^%pStt)pti ct ion and 
W&wto rmm dradia take p lace 

v $ r$jr' ' • f M' ^ 1 

% qp We Spffmsp Main during 
cefatury and you play 
^ the lead ijtig rcHe - Pri vateer 
; Captain a p imfe h / all but 
fianie.y^ ^ 
ijf/F Leap into this era of 
turbulence and chmige — a 
; time rvhen daring v. 
adventurers can gain power' 
and wealth. 


Commodore 64/128. Disk £19.95 
Cassette £14.95. W , 


MicroProse Software Ltd. 2 Market Place, Tetbury, Gloucestershire GL8 8DA. Tel: (0666) 54326. Tlx: 434222 MPS/UKG 






















Screen shots are taken from the (: 64 version 


i 


REBEL 


Virgin Games, £9.95 cass, joystick only 


A gricultural operative 

THX2240 is not happy with 
her lot in life: working on 
the state controlled Soya planta- 
tion is a little too much like a con- 
centration camp for her liking. 

Already restless, the final straw 
is a threat of unconditional termi- 
nation for failure to attend her 
crops. In a fit of anger, she decides 
to steal a Crowd Control Vehicle 
(CCV), and escape from the 
agricultural bloc. In short, she has 
turned rebel . . . 

Throughout the complex, giant 
solar conductors are used to pro- 
vide artificial sunlight for crops 
during bad weather. Their intense 
rays are directed around the plan- 
tation by means of solar reflectors 
- and these are so powerful they 
can be used for destructive pur- 
poses. This is how THX decides to 
escape the plant. 

The different compounds within 
the agricultural bloc are separated 



idea from 
Taken as a 


After the excel- 
lent Dan Dare I 
expected a little 
more than an 
expansion of an 
GOF’s last game, 
game in itself, it’s 
fun and proves quite mind-tax- 
ing as you attempt to line up 
the lasers - but I never felt par- 
ticularly excited by the action. 
Rebel is an enjoyable diver- 
sion, but doesn’t really contain 
enough to warrant its expen- 
sive price tag. 


by sealed exit tunnels. By driving 
around the complex in the CCV, 
THX can alter the positions of the 
reflectors in order to direct the 
intense beam of radiation toward 
the exits. One blast from the beam 
and access to the next section is 
hers. 

The plantation is displayed on 







► The huge Solar Beam Generator lies to the left of the screen 
waiting for your signal 




If b:!t 



Si 




► One of the soya plantation’s car parks appears, as you trundle 
onwards in your bid for freedom 



Anyone who has 
played the earlier 
Virgin classic Dan 
Dare will 

immediately rec- 
ognise this from the sub game 
where Dan has to destroy 
computers by bouncing a laser 
beam off mirrors, having first 
arranged them correctly. As 
such, it’s quite enjoyable, hav- 
ing to work out where the 
reflectors should be placed, 
and then watching with glee as 
the beam whizzes around the 
plantation to destroy the exit 
portal. Unfortunately, the con- 
trol method is clumsy and 
makes the game an awful lot 
harder to play than necessary. 
I would have preferred a more 
complex puzzle and the 
removal of the patrol craft, 
since they only serve to over- 
complicate things and appear 
to have been included as an 
afterthought to liven things up 
a bit. 



screen from an overhead view- 
point. The armoured vehicle is 
directed around the scrolling com- 
plex, collecting and turning reflec- 
tors as desired. Once correctly 
positioned, the solar generator 
can be fired to breach the exit, at 
which point the CCV appears in 
the next, more complex section. 

During THX’s attempt to 
escape, police surveillance veh- 
icles are constantly patrolling the 
grounds and flying overhead. Air- 
craft fire upon the CCV whenever 
it falls within range, and contact 
with the armoured patrol vehicles 
results in immediate termination. 
The CCV also carries weaponry 
and can protect itself from aerial 
attack, but the heavily armoured 
tanks must be avoided at all costs. 
Escape from this new world is by 
no means easy . . . 


PRESENTATION 53% 

Decent documentation, but little 
else apart from a perfunctory title 
screen. 

GRAPHICS 59% 

The bas-relief backgrounds are 
spoiled by gaudy sprites. 

SOUND 52% 

Great title track, but little more 
than harsh white noise effects 
during the game. 

HOOKABILITY 40% 

The confusing control method 
leaves a lot to be desired. 

LAST ABILITY 58% 

There’s a game in there if you 
look for it. 

OVERALL 61% 

An initially rewarding, but ulti- 
mately unplayable development 
of an original concept. 



r 




R«3C-L 7HIHUC' 




ZZAP! 64 September 1987 17 








CALIFORNIA 

GAMES 

US Gold/Epyx, £9.99 cass, £14.99 disk, joystick only 

• Another stunning addition to the Epyx Games series 



SURFING 



aving given you the opportu- 
nity to participate in sea- 
sonal sports in the Summer 
and Winter Games series, and to 
travel to distant lands in World 
Games , Epyx now offer you the 
chance to go to California and take 
part in some of the World’s tren- 
diest sports. 

California Games is the fifth in 
the Games series, and boasts six 
new events. Those who’ve 
enjoyed the previous releases will 
recognise the now-standard 
options screen. This allows up to 
eight players to compete in all or 
some the events, practice an event 
or view the record table (the disk 
version automatically saves the 
highest scores for posterity). 

When a competition starts, all 
players input their name and 
choose a sponsor (there are nine, 
including Casio and Kawasaki) 
before undertaking the following: 





The sport of the self-proclaimed Kings of Hawaii, surfing now takes place 
along the whole length of the California coastline. Now’s your chance to 
shoot the curl, shred the tube or hang ten without even getting your feet 
wet. The screen displays the growing whitecap with your surfer lying on 
his board, preparing to catch the wave. Pressing the fire button sees the 
surfer stand up and begin his ride. The aim of the contest is to ride the 
wave for as long as possible, while attempting to enter the curl itself. 
Moving the joystick controls the direction of the board, and holding the 
fire button down allows sharper turns to be made and also slows the 
board down - effectively allowing the wave can catch up, and allowing 
you to enter the tube itself. A ‘Wipe Out’ is the term used for the prema- 
ture separation of surfer and board. This occurs whenever you stray to 
far to the bottom of the wave and also if you get caught in the tube itself. 
The ride lasts for one and a half minutes, and at the end of your efforts, 
a group of laid-back beach bums hold up score cards to tell you how you 
fared. 



W hat an amazing package! Six events filled with fun and 
sun, just begging to be played each time you switch on 
your computer. The beauty of the beast is that all six games are 
of an equally high standard, so the only problem is trying to 
decide which event to take part in first! Even in purely technical 
terms Epyx have somehow managed to surpass their own high 
standards - the pictures and sounds generated by this program 
are atmospheric beyond belief. The multi-load cassette may 
cause a few headaches, but the amount of enjoyment to be had 
is so high that even this inconvenience should only seem minor. 
California Games is a real progression in the Epyx sports sim 
range - and surely there can’t be a higher recommendation 
than that. 



FLYING DISK 

Set in a beautiful lakeside park, the frisbee event involves two people - a thrower and catcher. The objective 
is to hurl the disk to the catcher as accurately as possible. Points are awarded for the type of catch, either 
running, diving or overhead - and the less steps the catcher takes to reach the disk, the more the catch is worth. 
The player has three attempts to throw and catch the disk. 


1 8 ZZAP! 64 September 1 987 


I 





G old Medals, it seems, are 
just like double decker 
buses - you wait all year for 
one, and then two come at 
once! Hot on the heels of Head 
Over Heels comes the superb 
new Epyx release, California 
Games. Once again the Amer- 
ican software house have 
exceeded both themselves 
and the limitations of the C64 
to bring us another incredible 
- and somewhat laid-back - 
sports simulation. If you 
gather up all the superlatives 
from previous Epyx reviews 
and add them together, you 
just might go half-way 
towards describing California 
Games. Again the animation 
and graphics are without peer, 
and the six separate games 
join together perfectly to form 
a single, unbeatable package. 
Just for the record, the Surfing 
is my favourite - fun to play, 
relaxing to watch and flawless 
in its implementation. I love it. 


HALF PIPE 

Become the most awesome dude on four wheels in this radical skateboarding event! A press of the fire button 
signals the skateboarder to push off from the starting ramp at the top. Up and down joystick movements 
accelerate the skater as he oscillates across the half-pipe, and a combination of the fire button and left and 
right on the joystick starts either an aerial turn, hand plant or kick turn, depending on the skater’s position on 
the pipe when the joystick is toggled. Careful timing is essential during a manoeuvre, otherwise the skater falls 
and is ‘ wiped out’ . The player is given one minute and 1 5 seconds or four wipe outs to complete as many stunts 
as possible. Go for it, and see if you can shake the pipe enough to cause an earthquake (that wasn’t my fault 
- that was San Andreas’ fault). 














‘ : 


ROLLER SKATING 

The beach boardwalk is a dangerous place for a non-skater, and Californian skaters are the coolest around. 
Getting from one end of the ’walk to the other while staying cool and doing stunts is the task that awaits you 
in this section. Your female on-screen counterpart begins at the far left of the boardwalk and has to traverse 
the length of the course, avoiding cracks in the pavement, grass, old pairs of sneakers and even flying beach 
balls. Repetitive movements of the joystick cause your skater’s legs to move, while pressing the fire button 
causes her to leap in the air. Spins award you with extra points, and jumping spins over obstacles are awarded 
with correspondingly higher scores. 



ZZAP! 64 September 1987 19 










CALIFORNIA 

GAMES 


S ometimes I hate Epyx. They produce something seemingly 
unsurpassable like World Games, and you use every superla- 
tive in the book to sum up its brilliance. Then, a year later, they 
release California Games, to boldly go where no-one has gone 
before . . . and produce something even better* The gameplay 
is by far the best in the Games series, incorporating (and you’d 
better believe this) better graphics and animation and even 
more depth and variety than ever before! There’s no getting 
near the limits of the score within a few plays either. All events, 
especially BMX Riding, Foot Bag and the two Skate events, 
require an awful lot of practice before you even start scoring - 
developing your skills is another matter entirely! California 
Games is quite simply the apex of computer sports gaming at 
the present time. Recommending it is a formality. 


BMX BIKE RACING 

The Californian desert is the scene for the toughest of the Californian 
games - BMX Bike Racing. Seated on your dirt bike at the top of the first 
ramp, the course extends to the right of the screen and must be com- 
pleted in two minutes or under. You are judged on the number and 
duration of stunts accomplished, and bonus points are awarded for the 
time remaining on completion of the course. There are a variety of jumps, 
burns and low bumps to be negotiated safely as well as rocks, tyres and 
logs which can unseat the careless biker. Each player is allowed three 
‘easy’ falls (ie running into objects and tumbling from your bike) or one 
‘serious’ fall (where a stunt goes wrong and you fall on your head). Any 
further falls result in the end of the attempt, and the total score is then 
displayed. 


FOOT BAG 

Every Californian has a foot bag, or hackysack as they’re otherwise known. These are small, leather-covered 
bean bags which are carried around and used in moments of boredom — such as when you’re waiting in a queue 
to hire a windsurfer. In this event the objective is to keep juggling the bag for one and a quarter minutes using 
only your head, knees or feet. The screen displays a front view of the player, who moves left and right, jumps 
and turns around. As soon as fire is pressed the player kicks the ball in the air. When the ball drops the fire 
button is pressed to make the player kick at it again. Timing and positioning is crucial — the player tries his best 
to keep the ball up, but if he’s too far away, or kicks out late or early, he misses. Points are awarded for keeping 
the ball in the air as long as possible and extra scores are awarded for performing stunts (such as spinninq 
between kicks). y 
















PRESENTATION 96% 

A superb array of options lacking 
only a restart. The multi-load 
cassette is long winded, but 
works well nevertheless. 

GRAPHICS 97% 

Outstanding animation and 
backdrops. 

SOUND 84% 

An individual tune for each event, 
and plenty of atmospheric spot 
effects. 

HOOKABILITY 98% 

Instantly playable and constantly 
rewarding. 

LASTABILITY 96% 

Six brilliant events, combining 
depth of play and variety-you’ll 
be record breaking for months. 

OVERALL 97% 

Epyx surpass themselves yet 
again with another incredible 
sports simulation. Don’t miss it. 


20 ZZAP! 64 September 1 987 






' ' ' ^ 


immmn 


mmm 


6 powerful home 
and business 
programs in just 
ONE package - at 
a price that simply 
can t be matched! 


Outstanding value 
for money ... If 
you want to use 
your 64 as a highly 
efficient office 
machine. Mini 
Office certainly 
gives you the 
power you need. 

-CC/ 




This package is 
incredible value' 

- Daily Mail Home 
Computing Guide 


Voted Business 
Program of the Year 
- 1985 AND 1986 
Pop, Computing Weekly 


ir- i 


commodore 

Vi"* 


"IS-SJ 






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Cn 0f »<? 
r Ov. 

. *? /?!! 






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mm 


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WORD PROCESSOR 

Compose a letter, set the print- 
out options using embedded 
commands or menus, use the 
mail merge facility to produce 
personalised circulars - and 
more! 


DATABASE 

Build up a versatile card index, 
use the flexible print-out 
routine, do powerful multi-field 
sorting, perform all arithmetic 
functions, link with the word 
processor - and more! 



ORDER FORM 



Please send me Mini Office II for the 
Commodore 64/128 


□ £16.95 cassette 

□ £19.95 5!4" disc 


SPREADSHEET 

Prepare budgets or tables, total 
columns or rows with ease, 
copy formulae absolutely or 
relatively, move directly to a 
specific location, recalculate 
automatically - and more! 


COMMS MODULE 

Using a modem you can access 
services such as MicroLink and 
book rail or theatre tickets, 
send electronic mail, telex and 
telemessages in a flash - and 
more! 


I enclose cheque made payable to 
Database Software, or debit my 
Access/Visa card: 

hid 1 1 i n 1 1. m m 

Exp. date 1 

Signed 

Name 

Address..' 


GRAPHICS 

Enter data directly or load data 
from the spreadsheet, produce 
pie charts, display bar charts 
side by side or stacked, overlay 
line graphs - and more! 

DATABASE SOFTWARE 


LABEL PRINTER 

Design the layout of a label with 
the easy-to-use editor, select 
label size and sheet format, 
read in database files, print out 
in any quantity - and more! 

Europa House, 68 Chester Road, 

Hazel Grove, Stockport SK7 5NY 


ORDER HOTLINE: 
TEL: 061-480 0171 


SEND TO: Database Software, 

Europa Housed 68 Chester Road, 
Hazel Grove, Stockport SK7 5NY . 

















commemorated m we are 

r.nfh same in W" ®*/L a *an 


rKKSSK: ZXSSSSZ* 
mmS » ?-gKSS55 *-»r 

Start make ^ c S?aS copy o 1 tm 

mJarawS and 

tn» #»« * “&£& £»*•» sMul<1 be 

Mi vouchers to > b October 30 th. 


eaffiS: 

Ttodo-. 
ulo — ' !L , 

VKSWS* 







and the 


The Heme Computer Version of 
the Atari Coin-Op Masterpiece 


Pick up your trilby and trusty 
bullwhip and don the mantle of the 
legendary Indiana Jones! Prepare 
yourself for your most dangerous 
adventure yet -to storm the evil 
Temple of Doom and rescue the 
imprisoned children and the magical 
stones of Raa! 

Beware the foes and hazards that block your 
way. The Thuggee guards will fight to the 
finish and poisonous cobra snakes will 
rise up in front of you. You will traverse 
perilous ledges, ride under-ground 
railways, and cross the bottomless 
[iery pit in pursuit of your quest! 

You will call on all your reserves 
of courage strength and skill. 

Push yourself to the limit, 
ride your luck and the 
magical stones 
may just be 
yours! 


ymr 




■■ 


-jam*— : 




- 


© 1985 Lucasfilm Ltd and Atari Games 
Corporation. All rights reserved, 
trademarks of Lucasfilm Ltd., used under 
licence. Licensed to U.S. Gold Ltd., 
2/3 Holford Way, Holford, Birmingham 
B67AX. Telephone: 021-356 3388 









'• * NOW AVAILABLE FROM ALL GOOD COMPUTER RETAIL*OUTLETS • 


« 



AVAILABLE NOWON: 

Commodore 64/128 

TAPE DISC * 

£5.95 & £10.95 


AVAILABLE SOON FOR: 

Spectrum 48/128 £5-95 

Amstrad 464/664/6128 

TAPE < £5£5 

DISC *£14-95 . 


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in the farthest reaches of our Galaxy there lives a rare creature known as the Tasty Space Griffin fong 
ago this bird was acclaimed as a galactic delicacy, and acquired such value that it came to be used as an 
extremely valuable unit of inter-galactic currency traded on thp stock markets of the universe. 

On the moon of a distant planet, a gang of unscrupulous mercenaries have been secretly breeding the 
Tasty Space Griffin and plan to flood the market with them, thus destablising the monetary system of the 
entire universe, and allowing thertf to seize power. 

Starfleet command intended to send Captain Neil Armstrong to destroy this evil plot, but due to an error 
on the notoriously unreliable series seven astro-telex, our hero, Captain Rover Pawstrong has been sent 
instead. Vastly inexperienced and totally unsuited for the task, Captain Pawstrongs mission is to capture or destroy 
every one of the Tasty Space Griffins. ♦ 

You control his movements as he scours the planet, above and below ground, aided only by the occasional visit 
of a scout craft, dropping off essential supplier... 

# # 

Software Projects Ltd., Bearbrand Complex, Allerton Road, Woolton, Liverpool, Merseyside, L2? 7SF 
‘Telephone: 051 -428 9393 Telex: 627520. 





# 




f 













COMP 


COMBAT KIT! 


stellation (along the lines of the Great Bear or the Plough for 
instance). Base them on anyone you like - the magazine staff, 
programmers, personalities . . . use your imagination, and 
include some mythology surrounding the unearthly constella- 
tion. Funny or serious, the most imaginative entry wins the kit, 
with 30 constellation - sorry, consolation - prizes of a Zynaps 
qame. So, get those entries rolling in to Glenys Powell' at 
ZYNAPS STAR SIGN COMPETITION, ZZAP! Towers, PO 
Box 10, Ludlow, Shropshire SY8 1AQ Entries should arrive 
no later than September 10th, and please don’t forget to 
include your name, full address and telephone number if pos- 
sible. 


B LASTING fans are well catered for this month with Hew- 
son’s Sizzling new release, Zynaps (see full review on page 
eight). And you stand a chance of winning a copy - or 
better still, a copy of Zynaps AND a complete Lazer Tag outfit. 

The set includes two light sensitive packs which are strap- 
ped to both players’ chest. Each combatant is armed with a 
pistol that fires a beam of light and a direct hit to the chest 
results in a flash of lights, a beep and . . . ‘aaargh , you re 
dead. Fun fun fun for all the family! 

To own this marvellous weapons system, you have to 
impress us first . . . study the section of alien star chart from 
the Zynaps sector below. Now design your own fictitious con- 


ZZAP! 64 September 1 987 25 



PIRATES! 


Microprose, £14,95 cass, £19.95 disk, Joystick 


f\ vf is 


S ail Ho! Cap'n. Jolly Roger off 
the starboard bow!’ If these 
bucanneering words stir 
your blood, the latest release from 
Microprose should be of interest. 
Pirates! follows your fortunes as a 
Privateer of the 1 600‘s attempting 
to increase your personal wealth 
and status. 

Before a voyage is undertaken 
an options screen is displayed 
allowing the player to begin a new 
career, load in a saved character 
or command one of six famous 
expeditions. All actions are con- 
trolled from a series of highlighted 
option/menu panels. 

A new career requires the con- 
struction of a character - with the 
personality built from the following 


factors: name, nationality, level of 
play (apprentice, journeyman, 
adventurer or swashbuckler). A 
special skill, such as fencing, gun- 
nery or navigation is also chosen. 

Your career starts with a duel 
with the Captain of your current 
vessel. Winning puts you in charge 
of the ship whereas defeat puts 
you afloat in a tiny boat with a 
handful of fellow mutineers. The 
action is set in the Caribbean, from 
Vera Cruz in the West, to Barbados 
in the East, and from Bermuda in 
the North, to Panama in the South. 
A map is included in the packaging 
and features all 57 ports that may 
be visited. 

Your vessel is controlled via the 
joystick and is directed anywhere 


► Obviously Captain Cameron’s luck has started to run out . . . 


▼ Your vessel runs into a barque of unknown origin - should you 
investigate or sail away? 


► The small slice of the West Indies lies waiting for you to explore 


within the multi-directionally scrol- 
ling map. Winds and distances 
have to be considered when a 
destination is chosen - otherwise 
food or water supplies may expire. 





t This is one of the 
first games 

where I’ve really 
wished my 
character would 
die. If you get off to a bad start, 
you can stay in a rut and keep 
sailing around for hours, get- 
ting caught and being rescued 
without getting anywhere. It’s 
a shame that there isn’t more 
of an emphasis on developing 
a character. Gaining property 
is fine, but morale and physical 
abilities remain unaffected 
throughout - even if impris- 
oned or victorious. It would 
have been great if you could 
build up a character along 
those parameters and the ’life’ 
’lived’ until either retirement or 
death - like a pilot in Gunship. 
Pirates! has plenty of historic 
content, and hours and hours 
of play if you’re willing to 
persevere - but whether or not 
it’s worth £20 is a matter betw- 
een you and your wallet. 










Ports are either friendly, neutral 
or enemy-held. When your ship 
nears a port, a menu sheet 
appears with a series of options 
which allows you to sneak into 
port, sail in or even attack it. Enter- 
ing a port gives you the chance to 
visit the Governor or a tavern, 
trade with a merchant or divide up 
the plunder. 

The Governor of the settlement 
tells of the current situation betw- 
een nations and may also confer 
upon you the honours that your 
efforts have earned, such as a let- 
ter of marque for your ship, or even 
a promotion and a gift of land. A 
friendly merchant trades with you, 
allowing plundered goods and 
unwanted vessels to be sold off. 

At sea you are alerted if a ship is 
sighted, and are then given the 
option to investigate. If you 
choose to attack, the two ships are 
shown on screen from an over- 
head viewpoint. The main objec- 
tive is to come alongside the 
enemy ship and give a broadside 
of cannon fire. Repeated blasting 
reduces the number of men and 
cannon onboard - of course you 
also run the risk of having your own 
ship destroyed. 



Though Pirates! is 
initially impres- 
sive, I found that 
after a while I was 
just constantly 
epeating myself. Sailing into 
port, trading, talking, leaving 
port . . . only the odd attack 
broke up the action. It’s annoy- 
ing to keep being rescued by 
your ‘mates’, as it means 
there’s no real end to the game 
you can just go on and on. 
There’s plenty of accurate his- 
tory, but the problem is that 
the gameplay is only mildly 
challenging, and eventually 
becomes repetitive. When you 
consider what else you can 
buy for £20, Pirates! seems to 
be very much overpriced. 



Microprose have 
released a very 
commendable 
attempt at an 
interactive prog- 
ram, but unfortunately it 
doesn’t play half as well as 
expected, and for all the com- 
plexity and depth it actually 
presents very little challenge. 
It’s impossible to die - you can 
end up in a dungeon, or as a 
castaway on an island, but 
eventually you are released to 
continue your career. This is 
annoying, because there’s no 
risk involved and therefore no 
challenge as you can never 
lose. For all the available 
choices there are only 1 2 or so 
that actually physically affect 
the gameplay. I found this to 
be too restrictive and limiting, 
especially when in combat or 
when owning more than one 
ship. For all my niggling, I did 
have several hours of enjoy- 
able play from Pirates!, but 
then I didn’t have to pay £20 for 
the privilege. 


Touching the enemy ship allows 
your crew to board her and indulge 
in hand-to-hand combat. The 
enemy Captain approaches you 
for a duel of swords before the ship 
either falls into your hands, or you 
are captured and imprisoned. 


NOT! 

T A' the 'Coo cj\ 

F going to 

pres i 
Pirat 

g ihe occcoho \ 

rersfon of 

eo was not yet 

released. 

Then 

efore ; the ratin' 

go at the 

jof.tr 

of the page 

relate to 

the 1 

dish version only. WeT 

brine 

i you a separate 

set of rat- 

fngo 

as soon as we 

receive a 

copy 

of the game on 

cassette, : 


DISK ONLY RATINGS 


PRESENTATION 84% 

Superb packaging, and easy to 
use (if occasionally flawed) menu 

syst 

pictures which lose 


the atmosphere. The 
t sequence is also poorly 

■ 


sail 



than a few naval style 
jingles and an ineffective wind 
noise. 

OOKABI! 

rsc 




and you’re 


61% 

missions and hidden 
quests, but the gameplay lacks 
subs 




LL 68% 


nting release 
the imagi- 


Defender of the C 





REALM 

Firebird, £1 .99 cass, keyboard only 


W ith the sudden demise of 
the Planetary Orbiting 
Co-ordinator, our Solar 
system has become unstable and 
its component planets are drifting 
away from the Sun. 

To remedy this dangerous situa- 
tion, a remote droid, codenamed 
XR3, has been placed under your 
control. Using this machine, you 
may enter the Co-ordinator’s inner 
sanctum, seek out the missing 
planets and replace them in their 
correct positions. 

The interior of the Co-ordinator 
is displayed as a full screen scrol- 
ling maze, with XR3 situated at the 
centre. Bonus Crowns are littered 
throughout the maze and have to 
be picked up, a task requiring the 
negotiation of puzzles and traps. 
Locked doors block the path of 
progression throughout the maze. 
These can only be opened by 
standing the XR3 next to blue 
arrow markers - but first you have 



Games don’t 
come any more 
unexciting than 
this. Travelling 
around a very 
large, empty maze, collecting 
things and opening doors is 
particularly monotonous, 
especially when there’s no 
urgency to the task and 
nothing to liven things up. 
Playing became a chore after 
a couple of sessions, and I was 
more than glad to turn it off. 
The graphics and sound are 
just as forgettable as the 
gameplay. If they could pro- 
duce Realm in pill form, insom- 
nia would be a thing of the 
past . . 


• • • 


to discover what marker opens 
which door. 

Deeper into the maze puzzle- 
solving require the use of objects 
which lie around. Wire, batteries 
and oil are all necessary for the 
successful completion of the mis- 
sion. 

If a situation is entered whereby 
XR3 becomes trapped, you have 


the option of aborting the mission, 
which effectively gives you a sec- 
ond attempt at the maze without 
restarting completely. XR3 is 
transported back to the beginning 
of the maze, with all of the objects 
collected so far remaining in his 
possession. 

Using the abort function more 
than twice results in the destruc- 
tion of your droid, and the mission 
is terminated. XR3 also meets an 
untimely end on contact with the 
skull and crossbones, which make 
up part of the maze wall. 



$.3 


Ignore the sci-fi 
type scenario, 
Realm is quite 
simply a maze 
game with puz- 
zles. If you enjoy trekking back 
and forth over the same 
screens time and time again, 
trying to find the correct key 
for the correct door then all is 
well and good. Personally, I 
find this sort of thing tiresome 
and ultimately boring. Realm is 
very, very ordinary and offers 
nothing that would convince 
me to add it to my shopping 
list - least of all playability. 


PRESENTATION 57% 

Appalling title screen and no 
options. 

GRAPHICS 48% 

Colourful, but nothing to write 
home about. 


SOUND 17% 

A few awkward beeps and 
bloops. 

HOOKABILITY 35% 

Lacks action and immediate 
reward. 

LASTABILITY 31% 

The initial feeling of desperation 
never really wears off. 


OVERALL 34% 

Maze gaming made tedious. 


► Collecting the crowns rewards your remote droid with a hefty bonus 


THi TRm i lisf t * tST4 i « 


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Hewson, £8.95 cass, £12.95 




A s an explorer, you’re used 
to living a life of danger - 
but you’ve never experi- 
enced anything like this. At first all 
seems quiet, but suddenly all hell 
breaks loose. Strange aliens begin 
to attack, and guns and gun 
emplacements emerge from 
underground and start firing. Now 
you have to reach your ship and 
escape - a task which requires 
travelling through 125 flick 
screens. 

The hero is armed with a 
hundred-round laser rifle which is 
used to despatch the many flying 
aliens, and ten grenades which are 
thrown at the machinery and rocks 
which block the way. Extra ammo 
is picked up along the way, with 


Hewson have 
exhumed the old 
flick screen 
Green Beret type 
format and given 
it an airing with this insipid and 
tedious exploration/shoot ’em 
up game. I can’t see anyone 
managing to get through all 
125 screens, not without 
months of practice, and there 
just isn’t enough in it to 
deserve that sort of persever- 
ence. The action or graphics 
hardly vary from level to level 
and the urge to see what’s 
beyond the next screen is min- 
imal. The graphics and sound 
effects are great - but if it’s 
action, playability and variety 
you want, try Hewson’s other 
release this month. 


the supply also replenished when 
one of your nine lives are lost. 

The action is viewed side-on, 
and the hero is guided from left to 
right across each screen - there is 
no turning back. Some screens are 
bare, apart from swarms of flying 
aliens. Others are crowded with 
machinery or deadly guns which 
take aim as soon as the hero 
comes near. Mines and hydraulic 
plungers also appear from below 
the planet’s surface and have to 
be jumped. 

Occasionally a dressing unit is 
encountered. This is entered to 
add an exoskeleton and double 


Although this | 
offers nothing 
new, Exolon is 
quite enjoyable 
and offers a fair 
amount of challenge for those 
willing to persevere. Getting to 
the spaceship should take a lot 
of practice - it gets really 
tough on later levels, with 
plenty of hazards and swarms 
of aliens keep at bay. The 
backdrops and main sprites 
are excellent, and the sound 
effects match the action per- 
fectly. Exolon might not be 
state-of-the-art, but at least it 
looks good and offers a chal- 
lenge. 


Resplendent in his stunning exo-skeleton, the humanoid battles 
against a horde of deadly flying aliens 


Amid this stunning array of hardware lie the two teleport pads 
vital to our armoured hero’s mission 


laser rifle to your armament. When 
25 screens are traversed, a bonus 
is awarded and the mission con- 
tinues until all nine lives are lost, or 
the safety of the ship is reached. 


The style of 

graphics in Exo- 
lon is very 

reminiscent of 
the other Hewson 
game this month, Zynaps. 
They’re quite pleasant, and 
have a strange storybook 
quality about them (the anima- 
tion on the main character is 
uncannily like something out 
of a Czechoslavakian car- 
toon!). The game plays well, 
but again follows Zynaps in 
that it can be frustratingly 
difficult at times. This isn’t 
necessarily a bad thing, but it 
can be offputting at first, the 
collision detection also seems 
to be on the tight side, and this 
combined with the generous 
amount of aliens wobbling 
about means that some 
screens are definitely not for 
the faint of heart. Ardent 
arcade adventurers may well 
find a rather decent challenge 
in Exolon. 


PRESENTATION 83% 

A professional high-score table 
and options screen. 

GRAPHICS 82% 

Very pretty backdrops and sup- 
erbly animated main character. 

SOUND 61% 

Great sound effects, but the title 
tune is naff. 

HOOKABILITY 68% 

Straightforward, mildly addictive 
blasting action. 

LASTABILITY 51% 

Negotiating the 125 screens is a 
tough job, but the little reward 
offered means that the action 
eventually palls. 

OVERALL 64% 

A competent shoot ’em up which 
lacks variety. 



28 ZZAP! 64 September 1 987 











Commodore 64 Disk £14.95 

Commodore 64 Cass £9.95 

Spectrum 48 Cass £8.95 

Spectrum 128 Cass £9.95 

Commodore Plus/4 (64k). . .£9.95 

IBM PC £19.95 

Atari ST £19.95 

(IBM and Atari for Christmas) 




as advanced 


THBVLTIMATE 
HEAD TO HEAD 
CONFLICT 


X’.recit ,trir (Mcn'lhim (tie C : u ‘ r ' lnn 


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1SJS.5SL 

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Gen. MacArthur 


THE MAN WHO LOST/ WON 



Adm .Yamamoto 


NOW YOU CAN CHANGE THE COURSE OF HISTORY 


The battle for Guadalcanal has been called the most decisive single 
action of the war in the Pacific. 

More significant even, than Pearl Harbor. 

The battle lasted six months. It took the combat skills, the courage and 
eventually the lives of thousands of dedicated fighting men, both 
American and Japanese, to bring it to a conclusion. 

The battle for Guadalcanal is unquestionably the finest war strategy 
game to date 

It is perhaps the first game to give you a true indication of the awesome 
responsibility of the battle commander. 

Now you can re-fight the battle for Guadalcanal. 

You can re-think the tactics. You can re-deploy the resources. 

You can re-live the battle. 

In effect, you can change the course of history. 





V^° V §c^° C ao ^ 
se e f a fSsP e f e % 

? ° nS i\e^° (e ^fa\V\^ e ' c 

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■■■ 


Driven from your home galaxy your only to ettaing your exile and reclaiming your 

honour lies in defeating the i nvadinq Torc&fl np torment your people. Armed with the most 
sophisticated weapons systems, guarded of Tprotective forcefield, you set out on a mission 
to conquer the enemy starbase, a crusade against the most startling of death defying odds. 
The ultimate in firepower is at your fingertips, the pinnacle of spacecraft control and command 
is withrn your grasp. The strategy and excrtement only ever associated with arcade settings 
is recreated for your very own personal mission. A coin- op classic of immense proportions. 



U.S. Gold Ltd., Units 2/3 llolford Way, Holford. Birmingham B6 7AX Tel: 









For a while back there, it began to look as though summer had 
arrived, but before the runner beans touched home base, 
whomp! and the autumn set in. Actually November arrived 
before August had started . . . but then, I’ve always argued we 
should move Ludlow to a nice quiet island in the Bahamas. 
However, since I’m still stuck here in the cold, grey rain of sum- 


mer, it’s only your letters that bring a glow to my life (how’s that 
for sycophancy - LMLWD . . . look it up). 

Onto the ZZAP! Rrap then, and we kick off with Letter of the 
Month, which goes, together with the £30 worth of software, to 
a person who exhibits great common sense . . . 


I 






ZZAP! ISN’T PERFECT. BUT . 


Dear Lloyd ole fella me lad, 

I have a question. Why do people buy ZZAP!? If you were to take 
your letters pages seriously, you would think that people’s main 
reason for buying it is to enable them to moan about: 

1 . The lack of reviews 

2. The length of reviews 

3. Lack of colour shots in reviews 

4. Too many shots in reviews 

5. Etc etc. 

Does this mean that the great British public likes nothing betterthan 
a good moan? 

I find some comments on your letters pages right gems. As one 
of your more aged readers (excuse me while I turn off my hearing 
aid), I thought I should give a little advice to your readers. 

I start by asking another question - do you, the reader, think 
ZZAP! perfect in every detail? 

I think most mortal folk (from Margate to Ayrshire) would agree 
that if they were the brain behind ZZAP! (I assume there are some 
somewhere in the Newsfield offices), they would do something dif- 
ferent to the present regime. This is only to be expected, we would 
all want something slightly different to one another. It’s therefore 
clear that no magazine, be it ZZAP!, in the computer field or any 
other in other fields, can ever hope to please all of the people all of 
the time. You can only listen to comment and criticism and change 
with the times like any other magazine. If you do hot listen to what 
your customers say about you, then you are certain to lose readers 
and fold up. 

The proof that you listen and adapt your magazine is in your will- 
ingness to publish letters of all types and seek views in question- 
naires. Anyone who has bought your mag for any length of time will 
know you have dropped some features, tried new ones, brought 
back old ones etc. You obviously listen and take heed of comment. 


What the average punter should do before buying any article is 
decide what they expect to get out of it and then look to see what 
is available within their price range. 

Those of us who buy ZZAP! like games and don’t want pages of 
listings, in-depth analysis of the sex life of a SID chip, or detailed 
coverage of computers other than the CBM 64. Having bought 
ZZAP! we can either be guided by, or ignore your reviewers’ com- 
ments. We learn by ours and their mistakes. 

From a personal point of view, I don’t think ZZAP! is perfect. I 
don’t read T amara/T erminal and pay little attention to the adverts. I 
do not, however, object to them being in the mag if a high proportion 
of other readers want them there. I will buy ZZAP! as long as there 
are lots of pages of reviews (which does of course depend on the 
amount of games released that month). 

Okay, I forgot something - if I start finding your reviewers’ tastes 
are so weird that I can’t use them as a guideline, I’ll stop subscribing. 
So far I’ve roughly been in agreement with them. The only game I 
really disagreed on was Zoids- it’s awful. Having said that, I know 
others thought it great - that’s life! 

Now for one more go at The Sentinel . . . 

Jim Ruby, Kent 

It ’s real hard being perfect, in fact I Ve heard it said that it ’s impossi- 
ble to be perfectly good, whereas being perfectly bad is child’s play. 
It’s out of the struggle to be perfect that exciting things emerge, and 
who knows, one might even become halfway good in the process. 
For further information on the subject, I’m shortly publishing a slim 
volume entitledUoyd Mangram and Perfectionism through Zen and 
the Art of the I Ching - it’ll be a great seller . . . 

But to keep you company in the meantime, your Letter of the 
Month prize will be sent as soon as you let the appropriate 
authorities know what software you would like. 

LM 


► 



The Best Joysticks Under The Sun 


MicroProse Ltd. 2 Market Place, Tetbury, Gloucestershire GL8 8DA Tel: (0666) 54326 Telex: 43422 MPS/UKG 


ZZAP! 64 September 1 987 33 




• T 

POSTING THE GAME 

Dear Lloyd, 

I’ve noticed that recently more software houses are bringing out 
useless software that relies more on advertising than the game 
itself. Perhaps they think that if they put posters of games in 
magazines and grab people’s attention, the public will buy the 
games purely because the poster looks good. 

On another note, what the hell do you think you’re doing. Werner 
- 10 percent Overall. Ha! You should get some new reviewers!! 
Okay, so the graphics are ‘cute’, but 10 percent is ridiculous. It 
should be about 4 percent. It is a pointless, useless and overpriced 
game. I wouldn ’t buy it for 20p let alone £9.95. Come on Ariolasoft, 
get your act together. 

Also, what happened to the Sizzlers and Gold Medals. Since the 
Christmas Edition there have been only 1 1 Sizzlers and one Gold 
Medal. Why haven’t games such as Avenger ( 86 percent), 
Ranarama (87), Lightforce (87), Firetrack (88), Nosferatu The Vam- 
pyre (88), Flash Gordon (89), Super Huey II (89) and others at 85 per- 
cent, got Sizzlers. Surely this is wrong? If a game has to get 90 per- 
cent or over to become a Sizzler then how much does a game have 
to get in order to achieve Gold Medal status!? 

On to piracy. All those people who write in saying something like 
‘ I’m a pirate and I’m proud of it’ , are total jerks. A lot of these ‘ proud ’ 
criminals sign their letters A N Onymous, or something like that. If 
they’re so proud, why don’t they sign their names? 

A note to all the pirates out there - how do you expect software 
houses to turn out good software if they don’t make any money from 
it because a few hundred people buy it but a few thousand copy it? 

If you want good software, stop pirating it, and then maybe software 
houses will be bothered to spend more time and effort in making 
decent games. 

I think that the sample tape in the June issue is a brilliant idea and 
you should do it again sometime. 3D Maps are also a good idea but 
can’t you put them on top of advertisements to save us having to 
cut up the important parts of our beloved ZZAP!? However, having 
said that, couldn’t it be photocopied? Two different ways of obtain- 
ing it easily. Other than that, your mag is excellent. Have you ever 
thought about collecting all the POKEs, tips, hints, cheats, maps 
ever, and forming one big tips magazine. You could call it ‘The Best 
of ZZAP! 64 Tips’. Think about it, eh? 

J D Preou, Essex 

No, come on now, this business has always produced poor games 
on top of excellent advertising, but some damned good ones too! I 
don’t see any real increase in this egregious behaviour, although the 
idea of magazines printing special (even ginormously ordinary 
page-sized) posters in the centre, complete with their logo, when in 
fact they’re just a software house’s artwork fora game - another 
sort of ad - is a bit tacky; and that does seem to be on the increase. 

The trouble with giving 85-89 percent games Sizzler status when 
there are none over 90 percent is that we’ll get loads of letters then 
saying such-and-such got 86 percent last month and was the only 
Sizzler, when this month with four Sizzlers, such-and-such II wasn ’t 
a Sizzler and it got 89 percent Can ’t win that one. 

The 3-D map did seem popular, but when the editorial content like 
that is planned, it isn’t always known where the ads are going, so 
photocopying would seem the best option. A Tips book? Why not? 
Perhaps Julian will look into the matter . . . 


LM 


BETTER BY FAR 


Dear Lloyd, 

Like most readers I think ZZAP! is 
brill. My friend who has a Spec- 
trum said that Spectrum mags sell 
better than ZZAP! I had a very long 
talk with him saying that ZZAP! is 
just the best, but he still thinks the 
same. So can you tell me if ZZAP! 
is the best selling mag in the UK. 

S M Stratford, Scotland 

I presume you mean, is ZZAP! the 
best selling computer mag in Bri- 


tain? Well no, it’s not. It is the best 
selling magazine devoted to the 
CBM64 by quite a stretch, but 
there are a couple of Spectrum 
magazines that sell more copies 
every month, and one of them, our 
sister title CRASH actually, is the 
bestselling computer magazine in 
Britain. ZZAPI’s sales are rising 
every month however - so who 
knows ? . . . maybe soon . . . 

LM 


UNENDUROBLE 


Dear Lloyd, 

I was reading through Issue 27 and 
was amazed at the stupidity of the 
Enduro Racer review. 

Enduro Racer was a classic in 
the arcades. The review given was 
to put it bluntly, crap. I quote from 
one reviewer ‘Has your computer 
got 1 6-bit multi-tasking slave pro- 
cessors, a 32-bit internal proces- 
sjgjr and several thousand col- 
ours?’ 

Course it bloody hasn’t it’s only 
a CBM 64 not an entire arcade. 
How can you possibly compare 
the arcade machine to a com- 
puter? It’s like comparing a hand- 
held Space Invader game to an 
Atari ST. 

It’s not the first time ZZAP! has 
done this, cast your minds back to 
the reviews of Commando, Papei§ 
boy and Space Harrier - all very 
good games in their own right and 
they sold well. 

If ZZAP! keeps on reviewing 
games like it is presently, there’ll 
be no point reviewing computer 
games at all. 

Now Andrew Braybrook’s Diary. 
I was appalled to see in the final 
column of Mental Procreation that 
just as the 64 versus Spectrum 
argument ends, Braybrook 
decides on an Amiga versus ST 
one. That was bad enough, but to 
alfo include factual inaccuracies 
was downright ridiculous. I quote 
‘The only smooth scrolling possi- 
ble will be limited in colour, vertical 
only on a small area or very slow. 
Gold Runner is a fast, smooth, col- 
ourful, large-area, vertical scroll. 




m*' 


Metrocross is a fast, smooth, col- 
ourful, large and horizontal scroll. 

Julian Rignall has often con- 
demned the computer argument 
(eg defending himself by saying 
the Spectrum 128 is a good 
machine in CRASH), and while he, 
and people like him, are about we 
can all look forward to the end of 
pointless *my computer is better 
than yours’ arguments. 

Andrew Johnson, Northampton 

I think on the whole I agree with 
you Andrew. There is no point in 
comparing a series of dedicated 
chips with a home computer. 
However, I think there’s some val- 
idity in suggesting that a conver- 
sion is bound to fail because its 
original form is so complex that it’s 
pointless converting it. Neverthe- 
less, the comment you quote does 
seem to verge on the sarcastic 
rather than the constructive. 
Interestingly enough, on the Spec- 
trum, where programmers have to 
work so much harder to get round 
the graphics, screen handling and 
sound and therefore tend naturally 
to concentrate much more on 
game design and gameplay, 
Enduro Racer was a Smash. 

On the Atari ST versus Amiga 
front, I’m not expert enough (yet!) 
to pass judgement. The concen- 
sus of opinion between those I 
have spoken to, and who ought to 
know, is that the Amiga is a far 
superior machine - but then, it’s a 
damned sight more expensive too. 

LM 




STARTED! 


Dear Lloyd, 

A few friends and I are writing a game which we hope to sell through 
a software house. We would like to call ourselves something, but 
some of the names we’ve dreamed up may already exist. I have 
enclosed a list of the names we’ve thought of. Could you please find 
out if any of them exist. We don’t want to break copyright laws by 
using an existing name. 

And Could you tell us how we go about getting the game mar- 
keted when (and if?) it’s finished. I was going to ask John Twiddy as 
he lives down the street from me, but I decided that I’d better not 
disturb him. 

Here’s the list: Unique, Softech or Softek, Logical or Logikal, Logic 
or Logik, Logica or Logika, Hexoft, Hexcellent, Adroit (means skilful 
or ingenious), Microsoft, Metrosoft, Ksoft (pronounced Kaysoft), 
Morsoft, Supersoft or Supasoft. 

A Morgan, Tyne and Wear 

If you ’re a firm -a partnership and not a Limited Liability Company 
- then (with some limitations on which you would require proper 
advice from an accountant or a solicitor) there’s very little problem 
with using any name you like. But you would want to avoid confu- 
sion, so I should avoid Softek or Microsoft, both of which certainly 
do exist. 

As for marketing your finished game, there’s nothing more you 
can do than hawking it round those software houses you would best 
like to see selling it. You could do this by posting copies to them, 
but it would be better, and safer, to make an appointment and then 
go personally to demonstrate the game. But you must bear in mind 
that the major software houses have loads of hopefuls coming in 
with new games so their attitude is bound to be one of scepticism 
- you must overcome that through your enthusiasm, determination 
and the quality of your ideas and game. 

LM 


34 ZZAP! 64 September 1987 


| Dear Lloyd, 

I really don’t know what people expect from the computer industry, 
they’re always complaining about costs. Sure, money is a worry to] 
all of us, especially youngsters without a job, but take this recent 
spate of letters debating the prices of software. 

I’ll admit that I’m not an expert on the subject, but common sense 
tells me that software as innovative, complex and professional as 
(recently) Wizball, Paradroid, World Games, Leaderboard, Uridium] 
etc cannot be produced cheaply. Not only should the costs of prog* 
ramming be considered, but also advertising and distribution as 
well, how many big glossy adverts announcing a new mega Master- 
tronic game have you seen? 

True, ten quid is expensive, but not if consumers want to buy 
good high-standard software. However, ZZAP! readers will 
undoubtedly retaliate with ‘Well Mastertronic and Firebird can pro- 
duce excellent games’, but can they? I don’t think so; Thrust was 
an excellent game ... for two quid, stick a ten quid price tag on it 
and it would have been a different story. Yes, it had superb gamep- 
lay and good music, but it only had six stages, very basic graphics, 
simple packaging and hardly any advertising. The announcement 
in the July editorial about the price of software dropping to six quid 
before Christmas is a welcome boost, but I guarantee a lot of people 
will complain even about this price. 

My second point is again about costs, and is a reply to Mr Peder- 
sen’s letter in the July edition. There he was complaining about the 
lack of text in ZZAP! reviews, too many screen shots, the size of the 
screenshots and that he wanted bigger reviews, but the mag only 
cost a pound and is not supposed to be Encyclopedia Britannica! 
In the July issue for a pound we saw, 114 pages of information 
Dntaining no less than 35 full colour reviews! Ammmmazing! Each 
I review was well balanced with text (which included the lengthy, 
informative, interesting and witty personal comments, Mr Peder- 
sen!) and screen shots. The reviews were appropriately sized, con- 


i iu an uiuse ai JULt\r\ i uweis wnu piuuu 

I quality piece of literature for such a small price. 

So Mr Pedersen, think before you start complaining and aemanc 
ing more this and more that, producing high quality goods costs 
money - be realistic! 

Lee Walsh, Essex 

I / must say it’s nice to hear from someone being sensible when it 
comes to the subject of value for money, someone who recognises 
that there are always commercial factors in any undertaking, finan- 
} cial restraints which are only broken at the peril of the producer in 
question. And that isn’t a defence for any software company putting 
out poor games at high prices, because their peril is falling sales as 
people catch on. For what it’s worth, I rather doubt that the ‘ midi ’ 
price range will really have any effect, or that many companies will 
! really doit. Quite frankly, I don’t see how they can afford to. And true 
| enough, the budget houses do not advertise for the simple reason 
1 that their margins don’t allow for promotional costs. 

You might also consider this: ZZAP! and all other computer 
I magazines are utterly dependent on their advertising revenue - 
1 unless you’re all (every one of you) prepared to fork out at least £2.25 
a month instead. If the entire industry started selling all its product 
| at half price, the companies would have to cut their promotional 
budgets to shreds and as a result ZZAP!, C&VG and even CU would 
probably cease to exist. And in the end it wouldn ’t do the punter any 
good , because without advertising (as has been proven again and 
again) sales would fall (and there wouldn ’t be the magazines to help 
promote the games any more), so would profits, so would program- 
I mers ’ salaries, and in the end so would computer games. Amen 

LM 


Dear ZZAP! 

At the moment I and a few other 
friends are running a BBS System 
and it’s doing well except for the 
Commodore section. Can you 
help, please, by placing this letter 
in your magazine? 


Consider it done! 


K Broomfield 
Acess BBS 
0905 5253630 
V.21 .V22.V.23 


LM 





ZZAP! 64 September 1 987 35 







g 







mm 


^ SV) 


V»**f ^As aS 
das^d^ m 


f>2+- +*** 


Available soon on Spectrum, 
Commodore and Amstrad cassettes 
all at £9.95. 

Commodore and Amstrad discs — 
both £14.95. 


:WM 




; 











DearLloyd, the number of otters? 

ZZAP! is brilliant in most ways but Mick Wall, Sheffield 

I do have one complaint. When I 

subscribed in February I was look- There was a time when ZZAP’ had 

- ing forward to many subscription some wonderful subs offers —in 
offers, but since that time there fact we did so many we exhausted 

has been one. When I received the software industry’s supply of 

July’s edition I turned to the con- decent offers! More recently there 
tents pages and saw a subscrip- have been some administrative 
tion offer. I turned straight to page changes (which to be honest, 

1 06 and .found an Eagles review, I ! always upset the apple cart for a 
flipped over the page and found bit), and now we’re hoping to see 
what seemed to be a great sub- a load more subs offers appearing. 

scription offer - until I saw nothing The Spectravideo Joyballs are one 
for which i could send off. Before I such. 
subscribed there were quite a ;few LM 


CNETLESS 


Dear Lloyd, 

Please, please, please, please, 
please, could you print the 
address of somewhere I can get a 
Compunet modem from. I know all 
the Cnet lingo but I can’t seem to 
find a damn modem anywhere. 
Can you help? 

Brett Patterson, Sheffield 


Help is at hand Brett , contrary to 
what we told Mike Nield in the 
August Issue, Compunet are still 
supplying free modems with each 
one year’s subscription to Com- 
punet. Give them a ring on 01 997 
2591. 


LM 


PUTTING THE CART 
BEFORE THE FORCE 


Dear Lloyd, 

It’s quite obvious that software 
companies are phasing cassette- 
based games out. The Wiz is 
forever moaning about the lack of 
good tape-based adventure 
games, and who can blame him, 
when he can play disk-based 
Infocom games to his heart’s con- 
tent? The Shadows ofMordor and 
He-Man travesties only go to 
prove that it’s almost impossible 
to get a good adventure/interac- 
tive fiction game out of a cassette 
without using long-winded, boring 
and in most cases, pointless multi- 
loads. 

Other types of game have also 
suffered because of the limitations 
of the cassette; games like Gun- 
ship, Championship Wrestling and 
World Class Leaderboard are 
almost unrecognisable compared 
to their disk-based counterparts. 

Isn’t it about time software com- 
panies release games on car- 
tridge? Apart from cutting down 
piracy quite considerably, there 
would be virtually no loading prob- 
lems, greater loading speed, 
increased capabilities and more 
satisfied gamers. 

Casual gamers like myself (hon- 
est I could give up whenever I 
wanted), are never going to get. a 
disk-drive (although I’ve tried con- 
ning my dad into one) so car- 
tridges are our only hope. Com- 
panies like US Gold, Infocom and 
Magnetic Scrolls should seriously 
consider cartridges, because US 


Gold hardly ever release a cas- 
sette game half as good as its disk 
counterpart, and Infocom and 
Magnetic Scrolls are missing out 
on a great chunk of the British 
games market by only releasing 
disks. 

I hope some software com- 
panies read this letter, Lloyd, and 
take some action in clearing up the 
British software mess caused by 
cassettes. 

James Campbell, Humberside 

I’m really no expert on this, but 
from what I ’ve understood, the real 
problem with cartridges is their 
manufacturing cost, which pro- 
hibits software houses, even the 
bigger groups, from using them 
freely for sales. In the case of Mat- 
tel or Sega, you ’re looking at giant 
corporations with years of invest- 
ment in cartridges behind them. 
These are then sold in densely 
populated market areas, and, 
most importantly, the people who 
control the process of program- 
ming the cartridges, even for third- 
party software. 

Some years ago, Sinclair tried 
cartridge loading for the Spec- 
trum, and it was no great success. 

I suspect that many people today 
would look upon them with suspi- 
cion in the light of Sinclair’s failure. 
However, I’d be delighted to hear 
from some voices within the indus- 
try on this subject. 

LM 


DIAMOND GAMES 

NEWRILEASES 

Diamond Games are pleased to announce the release of 
the following exciting games:— 

EXTENSOR AMIGA R.R.P. £19.95 

This game of the future is a 3-dimensional 
realtime simulation in the 24th Century. You 
are invited to compete in the new Olympic 
Games in the Deserts of Mars. The yearly 
competition of the most powerful Galactic 
powers start again with a new, more deadly 
and dangerous competition called extensor. 

PINBALL WIZARD AMIGA R.R.P. £19.95 

No need to go to your local arcade anymore 
when you can play this extraordinary realistic 
pinball game on your Amiga. 
Become a Pinball Wizard at home! 

CLASSICS AMIGA R.R.P. £14.95 

5 original, unpublished games for the Amiga 
superb value for money; games to suit 

everyone's taste. 


KAOS CBM 64, CASSETTE & DISK 

R.R.P. £7.95 & £9.95 

Madcap game featuring our hero. All action 
Arcade which will leave you in no doubt as to 
why this game is called Kaos. Available now. 
Hollywood Poker CBM64 Cassette 8c Disk R.R.P. 
£7.95 8c £9. Currently in your local retailer, this 
famous game is now available for your 64! 

Need we say more! 


Diamond Games are distributed by Robtek 
Ltd., Unit 4, Isleworth Business Complex, St. 
John’s Road, Isleworth, Middlesex TW1 




ZZAP! 64 September 1987 37 






A MULTI-LOAD OF POINTS 



Dear Lloyd, 

The Commodore Show 

I was disappointed to see ZZAP! didn’t attend as I ’ve spent a lot of 
time talking to Gary and Richard in the past. What with the lack of 
new software, I talked to the two other magazines there. Commo- 
dore User’s Eugene Lacey was nice and mentioned that they hoped 
to stop the slagging between ZZAP! and CU. I also had a good long 
chat with Mark Patterson who was very friendly and interesting to 
talk to. But you may be interested to hear that C&VG had some 
interesting things to say about ZZAP! First they said that ZZAP! 
should have been there supporting the Commodore industry (com- 
ing from them that’s hypocritical as it’s their first Commodore Show) 
then ZZAPI’s artwork, which they claimed was going downhill, and 
suggested a change of artist. 

Want to hear more? They mentioned reviewing style, layout and 
expressed a general dislike of the mag and team in general. It’s 
interesting to note that these statements were said to me and not in 
print to you. However, try answering this one; why does C&VG use 
comic strip characters to answer their letters. I leave it to you to do 
what you will. 

Reviews 

Your reviews have improved with more colour and better screen 
shots, but I feel that the Sizzler rating has been over-used, and in 
some cases, under-used. First Wizball’, come on, a Sizzler? Just 
look at your review - lowest mark 81 percent, Overall 96 percent; 
reviewers comments, and I quote, 4 W/zba//isthefinest release this 
year . . . ’ Julian. 4 Wizball is simply brilliant . . . ’ Gary (when does 
he like a game, every decade!). ‘Miss this and you’re missing the 
best program this year . . . ’ Steve. By all this evidence a year ago 
this would have been a Gold Medal. But as it isn’t I can only assume, 
as this is the best program of the year, that the Gold Medal doesn’t 
exist any more. 

Second, Delta ; wow, Gary liked that didn’t he? He says that learn- 
ing opposition patterns and flying in a straight line is boring, and 
then next issue says that Nemesis 4 has a lot to offer in the playability 
stakes.’ Hey! Wait a minute! I’ve played that . . . Yes! it scrolls in a 
straight line and you learn predictable alien patterns - funny, I 
thought Gary didn’t like that. Steve says that Delta has predictable 
gameplay and then says that Nemesis is fast and furious and should 
prove enough of a challenge even to hardened A/emes/sfans. Fact: 
a 4 hardened ’ Nemesisian of mine completed the 64 version on his 
third go, and yet was still playing Delta weeks later. Rating Nemesis 
as you have is unfair to Delta, but rating Delta as you have is really 
stupid. Do you really still think Sanxion is better? According to your 
review it is, I can appreciate that as time progresses software should 
theoretically improve and ratings change accordingly but, how can 



you rate two similar games so differently? 

Conversion Tie-Ins. 

I’m getting tired of hearing thaHhere are too many conversions. If 
you want a conversion buy it, if not, don ’t. But don ’t try to tell me that 
everyone is fed up with conversions, because when they appear 
people buy them and that’s a fact. If everyone were so worried that 
conversions are ruining all the chances for original software then no- 
one would buy them, would they? But they do, so the problem can’t 
be that bad. 

Look at the benefits of arcade conversion. What with under-eigh- 
teen bans on some arcades, and the fact that for a tenner unlimited 
plays can be had at home, then surely conversions can do some 
good. 

Piracy 

Let’s finish this here and now - pirates are prats. Why? Because 
they’re breaking the law. ‘Software is too expensive’ - ever heard 
of budget games? Saving up? - 4 but why should I when I can get it 
for nothing?’ - because buying originals isn’t against the law, and 
can help produce better software from the money you spend. 
Besides when we all own Amigas, will all software be pirated 
because Amiga software is twice the price of 64 stuff? 

Finally some other points: 

Bring back the challenge with Steve Jarratt as champion. Have a 
regular arcade section. Have more reviews and previews. Andrew 
Braybrook is really nice I met him at Chelmsford Boots. Please read 
my letter and keep up the good work because you’re still the best 
64 mag. 

Sean York, Chelmsford 

It ’s true ZZAP! didn ’t turn up at the last Commodore Show -at least , 
not with a stand , Julian, Steve, Ciaran and Gary were there as vis- 
itors - it was a decision taken with all due consideration, because it 
always seems to fall at an awkward time for the magazine’s print 
schedule. As for C&VG, I thought they didn’t like any other mag 
except their own, not even their sister Commodore User . . . 

On the reviews, it was Steve who said you would be missing the 
best program of the year in Wizball, not the team as a whole, and 
the game got 96 percent- usually a Gold Medal has been a warded 
at 97%, so there is some logic there! But with Delta you have my 
entire sympathy (perhaps that’s why they won’t let me review many 
games?). I liked the game, but the team as a whole decided on the 
rating, and that’s the beauty of ZZAPI’s democratic reviewing sys- 
tem. As for the death of the Gold Medal, what about last month ’s 
Head Over Heels, or indeed California Games in this very issue. 

LM 


! 












■ " . - if; ■ 




ss 32? | 

fun of you, so I wanted to realty s short and most is wasted 

Here’s what I think. Your mag d | WO uld also 

on ads. You don’t have ^^S3^?eviews a bit 
like to see you preview some ~j nrl nut mat jt should contain a 
longer. In your June issuelfoun t missing. I 

demonstration tape. Th ®^f h d walunbehevable!! ‘The Com- 
asked the shopkeeper and the rep y was unoei^ ^ se)i the tape 

pany that we get our magazi want to risk the 

with it as it was not licensed to, _ what me guy sa id was a 

censoring t sell banned stuff? 

~!&SS£2S8S^^ . 


LM 


LS • PENPALS • PE 


Jonathan Paul Mole (aged 1 3) of 1 2 Streatham Road, Mitcham, Surrey, 
CR4 2AA, wants a penpal. Your gender is irrelevant, as long as you own 
aC64orC16. 

Andrew Dodd of 37 Ryder Crescent, Hillside, Southport, Merseyside, 
PR8 3AE would like a penpal. Once again there is no hint of sex discrimi- 
nation, but C64 owners who use tape software are preferred. 

Keith Leslie of 15 Aghamore Park, Strathfoyle, Londonderry, Northern 
Ireland, BT47 1XF would like to write to 64 owners of any age from any 
part of the world. 

Miss H Passey, who hails from 70 Kimberley Road, Penylan, Cardiff, CF4 
5DL, claims to be a wally and would like a penfriend. She promises faith- 
fully to reply to all letters. 

Michael Underhill of Mannings Farm, Ashill, Cullompton, Devon, EX15 
3NL is 16 years old and wants a Commodore-owning penpal. 

John Harris, 30 Cavalier Way, East Grinstead, West Sussex, RH1 9 4SE 
who’s 1 4 would like to write to someone from any part of the world. Com- 
modore owners who share John’s interest in Moonlighting would be pre- 
ferred. 





I 


PLAY BY MAIL 


Dear Lloyd, 

Concerning the subject of Play By 
Mail games. I seriously think that 
you should consider devoting one 

page to this, explaining the basics 

and reviewing some of the games 
available in your magazine. I am 
interested in PBM and buy CRASH 
(I don’t own a Spectrum) just to 
look at theirthree PBM pages. I’ve 


sent off for a starter pack in the 
game Kick About, a football PBM 
which sounds very good. 

Paul Garton, Derby 

It appears to be immensely suc- 
cessful in CRASH, and coming 
soon in ZZAP! hopefully . . . 

LM 


A CHALLENGE 


ONE-TRACKED 


Dear Lloyd, 

I am writing to stop people like Ste- 
ven Hunter (Issue 26) from saying 
that Gary Penn was slagging off 
games like Tomahawk when Ste- 
ven thinks they’re brilliant. GP and 
the other reviewers are giving their 
own opinions, and GP gave 
Tomahawk the correct ratings in 
his own opinion. 

At the end of Steven’s letter he 
said that more letters in the Rrap 
section were junk, but I think that 
Steven’s letter was the most one- 
tracked piece of junk I’ve ever 
seen. 

I guess that Steven will write to 
you saying something against me, 
but I don’t care in the slightest. No 
hard feelings, Steven, but you’ve 


got to admit what you wrote was a 
bit stupid. 

Keep up the good reviews 
ZZAP! it isn’t your fault that Soft- 
ware companies aren’t producing 
the goods. 

Can we have more previews 
please. 

Daniel Willetts, W Midlands 

In his defence, Steven was point- 
ing out that Gary might have dis- 
qualified himself on the grounds 
that he said he didn’t particularly 
like flight sims, therefore any rat- 
ings he gave would be based on 
that bias and not necessarily on 
the game’s own merits. 

LM 


Dear Lloyd, 

I would like to know what a lot of 
the readers are on about when 
they say that they should be 
allowed to review the games, and 
that all your reviewers are hope- 
less. Because it seems to me that 
we do get a chance to give credit 
to a good game and vice-versa for 
a bad game, by way of the Read- 
ers’ Charts and Readers’ Awards. 

I would also like to thank you for 
the great demo tape in the June 
Edition, it was well worth the extra 
money, and I am really looking for- 
ward to the next one which I hope 
will be appearing soon. 

Could you please tell me 
whether the ZZAP! Challenge will 


ever be reappearing as I, and I’m 
sure many other readers, really 
enjoyed that article. 

Darren J Perry, Birmingham 

The reviewers are all a bit hopeless 
in most things (like keeping the 
office tidy), but they’re pretty good 
when it comes to games, and 
ZZAPI’s record over the years for 
spotting excellent and poor prod- 
uct is second to none. 

Another demo cassette will 
come your way before too long, 
although no date ’s set as yet. And 
as for the return of the ZZAP! Chal- 
lenge - watch out for details next 
issue! 

LM 


Never forget, Dear reader, that without your lovely, luminous 
and entirely literary epistles, I’d be out of a job, and at my time 
of life that would be cruel (who needs a professional school 
leaver?). So, if you’ve anything to say in reply to my answers, to 
printed letters, about the software business, games, com- 
puters, needlework or the I Ching (hexagrams one through 46 
inclusive), write to the usual address, LL0Y ^ MANGRAM, 
ZZAP! RRAP, BO BOX 10, LUDLOW, SHROPSHIRE SY8 1DB. 
But please don’t include stamped addressed envelopes for per- 
sonal replies because I just don’t don’t have the time (or the 

desk space)! 



TELEPHONE 

04574 66555 
04574 67761 


CLOSSOP 

BRANCH 


YOUR COMPUTER REPAIRED FAST? gp 


S'm*cw ’!?r 1 FED UP OF WAITING WEEKS FOR YOUR COMPUTER 

TO ARRIVE? ■■ r l " 


DAYS A 





-‘thenwait NO LONCER - send your computer to us for fast repairs! 
We offer a full repair service on all these makes - commodore 128, 
Commodore 16, commodore Plus 4, Vic 20. 

We also have spare parts available by mail order. 

WE DON'T JUST REPAIR YOUR COMMODORE 64 - we Check 
loading, sound, memory, in fact fully overhaul your 
computer for only £35.00 - which 
packing, insurance, parts and labour. NO H,DD £NfXJ£AS. 

All other models please call us for a quote on 04574 66555. 

just pack your computer, including power supply, m suitable 
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to the value of £35.00 - You can also pay by ACCESS 









140 High Street West, Glossop, Derbyshire SK13 8HJ 
Tel- 04574-66555/67761 Head Office & Access orders, queries, 
Manchester 061-236 0376 while you wait repairs & spares centre only. 


Commodore 

replacement power transformer 
£ 29.00 plus £1.50 p & p 

URGENT NOTICE 

Don't be misled by adverts showing 'between 

prices.' A recent complaint against a 
Manchester repair firm, Mancomp, was upheld 
by the Advertising standards Authority on two 
counts, "it had stated BBC repairs between £14 
and £45 then charged the customer £85^ Their 
guarantee policy was misleading as it did not 
make clear that all repairs were not covered. 



Copyright videovault Ltd No 786092 


WE NOW HAVE FAX: (0) 4574 68946 


ZZAP! 64 September 1 987 39 












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-T 






DUCK HUNT There’s a duck in the air! You’ve only 
got three shots to bag this duck. Add if you miss, 
even your dog laughs at you in this fast-action 
Zapper Gun game. 


GYROMITE You've got to keep R.O.B.’s gyroscope 
spinning to help a mad scientist de-activate the 
dynamite in his laboratory in order to play this 
action-packed game! 


GOLF Choose your clubs. Control your swings. 
Select the angle of every shot. It’s Nintendo GOLF and 
there’s not a video golf game on par with it anywhere! 


For the first time in the UK direct from Japan comes Nintendo, the home 
entertainment system with genuine arcade-quality graphics. Nintendo make 
2 out of 3 of all the world’s coin-op arcade machines, so they know what 
they’re doing. And already, in Japan 9V2 million homes have a Nintendo home 
entertainment system. 




Now you can enjoy the amazing 52 colour 3-D graphics of Nintendo. 
(On most home computers, you’ve been lucky to get 16 colours until now!) 
Nintendo’s superb graphics give the games a convincing true 3-D feel with 
actual shadows which add depth to the characters. 

Already there are 27 Ninterido Game Paks available in the UK and more 
are being added to the software library all the time. But there’s even more to 
Nintendo than the best games you’ve ever seen... 

Nintendo Entertainment System 

For the first time home entertainment enters a new dimension. 


Because when you own a Nintendo entertainment system you also get a buddy 
to play with, a Robotic Operating Buddy to be exact (or R.O.B. to his friends). 

He’s your partner. Seat him next to you, send him signals from your tv screen 
and together you can tackle the enemy. 

The Zapper Gun 

Never before has there been a video gun of this calibre. The astonishing 
light sensitive Zapper Gun lets you shoot moving targets with pinpoint accuracy 
from up to 16 feet! If you think you’re a sharp shooter the Zapper Gun will test 
your skill to the full. 

Nintendo or Super Nintendo, the choice is yours. 

Which set do you want? NINTENDO’S superb high-quality action costs 
£99.00* for control deck, mains transformer, two hand controls, and one free 
Super Mario Bros Game Pak. DELUX NINTENDO costs £159.99* for the amazing 
Zapper Gun, R.O.B., and two free games, Gyromite and Duck Hunt. 



















Nintendo is available from the stockists featured. If you have any questions or have 
difficulty obtaining the product, write to HiTech Electronic Services Ltd., 

Unit 2B,200 Rickmansworth Road, Watford WD1 7JS. Or phone: 09232 418 . 




Hamleys 
Jenners 

Toys ’R’ US 
Grattans 

Littlewoods Mail Order 
Freemans Mail Order 
Kay’s Mail Order 


Empire Stores Mail Order 
Gloucester Toy Shop 
Adders Department Stores 
Toy & Hobby 
Argos Superstores 
Telegames 
Computer Magic 


Arding & Hobbs 
John Farnon 
Willis Ludlow 
Selfridges 
Telebank 


♦Recommended retail price 










if! MIL _ril A ^ ^ IiLa 

HocKTora endorses the 
latest in transparent 
Joysticks 


the highly publicised hoo-ha over Jeffrey Archer’s recent 
tal in court still in everyone’s mind, what better time is there 
ase the official game of his first novel and best-selling blockbus- 
ot a Penny More , Not a Penny Less . 


WHM T’S 


BRITAIN’S BRIGHTEST COM' 


MONTHLY! ZZAP! 64 Sept 1 987 


This cute and cuddly little Rockford arrived in our offices quite 
recently, attached to his very own designer joystick. The accompany- 
ing letter came from a certain S V Garrat of Manchester. Give us a 
ring S V, the ZZAP! lads would like a word. 


mi m iiiiiiiii ii hip 1 1 iiiiii ii iiiiiiiii m miiiiii ii iiiinii 


FREE 

n7 


SfAR 


SCHOOL ORDERS 
WELCOME 

large 

(100 disk capacity) 
lockable disk storage 
box worth £13.95 - 


'OFFER 

VA/v 

OR - When you buy 2 5 disks for only£ 18 . 75 * 

r* wj including postage and V AT ! 

JL IVlLJu (well almost) 

Choose any one of the following hits (on disk) 

Paying only the price in brackets 
Thai Boxing (FREE), The Last Ninja (£3), 

Elite 6 pack (£3), Kettle (FREE), Zork II 
(FREE), Zork III (FREE), Wizball (£1), 

Wonderboy (£3), Enduro Racer (£3), Quartet 
(£3), Head over Heals (£1), Big 4 (FREE), 

Mag Max (£1), Spy v Spy (£3), Gunship (£8), 

Leaderboard-exec (£3), Thing on a Spring 
(FREE), KET Trilogy (FREE). 

Phone for availability of other titles. 


ame 




/.aX 


ALL DISKS ARE 
JAPANESE 


96 TPI CERTIFIED 
BULK PACKED 


- When you buy 25 disks for only £ 18 . 75 * 

including postage and VAT! 

* N.B. All disks are superior quality Fuji double density 
5'A” DS disks which are ideal for all CBM disk drives. 
They include envelopes, hub rings, labels etc. 


Sorry! - one only per customer 


= FREE 


LATEST 
Solar Powered 
Credit Card Calculator 
(Worth £12. SO) when you buv 25 
for only £19.95* 


disks 


* Quantity Prices 
OR for SVC disks (Fuji) 

(All 96 tpi DD/DS) 

50 -£24.00 
100 -£45.00 
200 -£85.00 
Includes VAT & Post! 

+ 10% for quad density 
- 5% for Single Sided 
Lockable box only £4.95 
when purchased with above 
quantities of disks. 


Cheques/ P.O.’s to 

Nebulae, Dept MD. EKEEPOST. Kilroot Park 
Industrial Estates. Carriekfergus. Co Antrim. 
BT:W 7BR TEI. i0960.li 65020 

7 l)a\ Delivery . One year guarantee. 

& I I das minu s back period 


Single Sided Drive? ■■ 

Use both sides of the ai 

disk with this free “ 

notcher - when you • 
buy 15 disks* for ^ 

oniy - £1 1 .95 me ■ 

FREE 1 


ORDKR BY 
PHONK FOR 
SAMK DAY 
DESPATCH 


accept order-, from ail ^osernment bodies, schools, unis ersities. 

I’l.t s etc We despatch on receipt of an official purchase order. 

ii ilium ilium iiiiiniii mi 11 iiiiiiiii 

FREEPOST YOUR ORDER TODAY - NO STAMP REQUIRED 

42 ZZAP! 64 September 1 987 


Matthew Tims of Outlaw Productions, flanked by Sensible Soft- 
ware’s Jonathan ‘ Jops* Hare (left) and Christopher ‘Crix’ Yates 


Those ‘far-out long-haired freaky 
and weird’ Sensible Software prog- 
rammers, Cuddly Crix and Jovial 
Jops, have signed to Palace Soft- 
ware’s new label, Outlaw Produc- 
tions, for an undisclosed amount. 
Having undergone some strenuous 
training, they’re soon to return to 
the first division with their Shoot 
'em up Construction Kit ~ an easy- 


to-use, ‘no programming experi- 
ence required’ DIY utility which 
allows you to write the sort Of 
games that you would normally 
have to pay an arm and a leg for. 

Available sometime this 
Autumn, SEUCK promises to be 
of major interest to blasting fans 
with the urge to design their own 
games. 


WHOOPS. APOLOGIES! 


Due to circumstances beyond our 
control (Steve had one to many 
orange juices at lunch time), last 
month’s Incentive Driller Thriller 
competition had a closing date of 
30th July. This should actually have 
read 10th September, as a month 
isn’t very long to program a 
technological masterpiece, is it? 


Anyway, you still have some time 
left to add those all-important 
finishing touches and send your 
completed entry to ZZAP! DRIL- 
LER COMPETITION, INCEN- 
TIVE SOFTWARE, 2 Minerva 
House, Calleva Park, Aldermas- 
ton, Berkshire RG7 4QW. 


FIN CLUB 


Lovers of Piranha software will be having a whale of a time thanks to 
the company's soon to be announced ‘Fin Club’. Information on this 
august body will be announced at the PCW show, and will be included 
in the packaging of the company's forthcoming games. Judge Death , 
Yogi Bear . Through the Trap Door and Flunky. 

For a yearly fee of approximately £ 1 .60, club members will receive 
a Piranha Pen. Badge. Club Card and Posters, along with a quarterly 
newsletter from ‘auntie’ Helen Holland . . . sounds a bit fishv, eh! 










• AS A PROMOTION for 
Twister, several scantily-clad 
stunnas cavorted at the PCW only 
to be told to ‘cover up’ by the 
prudish show organisers. Despite 
the ban on these ‘bare essentials’, 
Mark got quite friendly with one 
girl from the troupe who he later 
dated steadily for several months. 


• MANY FAMOUS PROG- 
RAMMERS have used System 
3 as a launching pad on to greater 
things. These include Dropzone 
author Archer Maclean and Wiz- 
ball Wonders Sensible Software 


• A HUNKY SIX FOOTER, 
Mark has never had much 
trouble pulling the birds, his raven- 
haired and brown-eyed good looks 
have always been a hit with the 
ladies (despite his Arthur Daley 
accent). Though quite a cassanova 
in his earlier days, he’s now settled 
down with Rebecca who he met in 
Neasden. 


Computer Whizz Kid Mark Cale has cut quite a swathe in the computer 
industry over the last four years, but despite being a face familiar to many, 
Mark’s private life has been a secret known only to few. So here’s an 
exclusive peek into the hectic life of System 3 supremo, Mark Cale. 

♦ 

• DESPITE WORKING out at 
least once a week, the good life 
has taken its toll on Mark’s 
waistline - he currently tips the 
scales at a portly 13.5 STONES! 


• BLESSED WITH a sharp 
dress sense and a keen feel for 
style, Mark buys his clothes almost 
exclusively from chic west-end store 
Coles, where many other stars are 
known to shop. 


• ORIGINALLY from a hum- 
ble barrow boy background, 
Mark’s first big break into the soft- 
ware world came with a system 
programming course he and two of 
mates attended out of boredom. 


• SHORTLY AFTER- 

WARDS, the three boys 
formed System 3 and launched 
their first Mega Smash Hit Death 
Star Interceptor (co-written by 
Mark and partner Emerson Best). 
Showing great foresight, and 
seeing that great things were in 
store, Mark shrewdly ‘bought out’ 
his two partners 


• SYSTEM 3 originally hit the 
headlines two years ago when 
Cale announced the impending 
release of ‘Twister, Mother of Har- 
lots’. After an outcry over the raun- 
chy name (and the even raunchier 
advertising), the game was hastily 
renamed to Twister, Mother of 
Charlotte. 


• MARK ONLY HAS ONE 
pet, a dog called Apollo 
(named after the Dobermann from 
Magnum). Quite a Magnum fan, 
Mark has recently bought a red 
Ferarri Mondial - but won’t be able 
to use it for few months after a 
recent driving ban for speeding. 


• EVEN THOUGH he now 
lives in a world far removed 
from his ‘east end’ beginnings, 
Mark’s eating habits are still firmly 
rooted in his past. Cale’s favourite 
midday snack is a whole greasy 
chicken . . . skin, bones and all! 


awaited follow up to Crazy Comets. 

The day’s major event was a 
competition where readers repres- 
enting a number of magazines (in- 
cluding C&VG, Commodore User 
and CCI) attempted to beat each 
other to the high score. After much 
joystick-waggling the result was a 
win for ZZAP!, with Ian Fraser 
taking the accolades. He was pre- 
sented with a shield by Simon Nicol 
and walked off with a bundle of free 
Martech games. 

The assembled hacks were also 
invited to partake in a little compet- 
ition, and our very own Jools 
proved to be too much for the so- 
called ‘opposition’, making off 
with the second trophy of the day. 
Hard luck, fellas. 


Our very own Julian Rignall 
recently escorted two lucky readers 
(those super POKEers Tim and Ian 
Fraser of Ruislip Middx) to the 
playtesting launch of Martech’s 
blockbusting shoot ’em up Mega 
Apocalypse - Simon Nicol’s long- 


Programmer Simon Nicol (left), presents Ian Fraser with the 
Mega-Apocalypse trophy 


Here it is folks, a new ZZAP! feature where we intend 
to blow the lid on those whacky personalities in the 
world of the C64. This week we unearth the dirt on 
System 3’s jet-setting managing director, Mark 
‘Magnum’ Cale. 


US Gold have announced a new 
spin-off label, GO, another venture 
which is due to launched at this 
year's PCW show. The grapevine 
suggests that this new label will 
release ‘spectacular full-priced new 
games' - however, little else is 
known at the time of going to 
press . . . we'll keep you posted. 



ROLLING UP 
SOON . . . 


BY STAVROS FASOULAS CBM 64/123 


THE 

QUEST FOR 

ULTIMATE 

DEXTERITY 


ZZAP! 64 September 1987 43 




As a taster for the impending release of Firebird’s latest arcade con- 
version, Bubble Bobble, Firebird software are offering a first prize of 
a Bubble Bobble arcade machine (approximate value - £1 ,000!) to the 
winner of this great competition. 



ADDRESS 


44 ZZAP! 64 September 1 987 



The comp is also being run in our sister mag, 
CRASH, so you’re up against a bit of competition 
(Let’s make it a ZZAP! winner, eh folks?). Even the 
runners up are well catered for, as Firebird are also 
offering 25 copies of the game as consolation 
prizes. 

All you have to do to have this fine, upstanding 
machine in your bedroom (front room, attic etc), is 
to study the plan of an arcade console below, and 
design the exterior panel artwork for a Bubble Bob- 
ble machine as it might appear in an arcade (use the 
drawing as a guide and blow it up to whatever size 
you think necessary). 

The first prize will go to the entry who, in the Ed’s 
considered;?) opinion, has the most innovative and 
original ideas - not necessarily the one with the 
most professional looking artwork, so don’t despair 
those of you who can’t draw too well! 

Your completed artwork should be sent to: MY 
BIT ON THE SIDE, ZZAP! 64, PO BOX 10, LUD- 
LOW, SHROPSHIRE, SY8 1DB to arrive no later 
than 1 0th September, Please don’t forget to include 
your name, full address and telephone number if 
possible. What are waiting for? . . . Get scribbling! 





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From Taito, the masters of arcade entertainment 

‘BUBBLE BOBBLE’ 

Blow and bounce and bob your way into oblivion in this 
incredible conversion of the greatest arcade game of 

the year... 

Bubble Bobble will blast your brains and bruise your 

senses..: 

Baffle yourself.. .buy Bubble Bobble 
Spectrum £ 7.95 Commodore & Amstrad cassette 
£ 8.95 Commodore disk £ 12.95 Amstrad disc 
£ 14 . 95 , and for the Atari ST £ 19.95 


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Firebird Software, First Floor, 64-76 New Oxford St., London WC1 A 1 PS. 
Firebird is a Registered Trademark of British Telecommunications pic. 

® 










Prepare yourself for the greatest adventure yet - The GUILD of THIEVES. The ultimate challenge for master criminals 
everywhere. 

Your mission , to gain membership of the prestigious Guild of Thieves. But first you must successfully return from a mythical 
isle within Kerovnia having stolen its hidden treasures. 

Now the prospect of looting and pillaging the island may seem enticing, but you* II need all the ingenuity you can muster, and 
of course criminal cunning as you try to unravel clue after clue and solve a wealth of devious puzzles. 

With its sensational text and dazzling graphics The GUILD of THIEVES is a quest that's sure to tax the most resourceful 
mastermind. After all, as every Guild member knows, only crime pays . ' 

The GUILD of THIEVES incorporates 29 remarkable scene - setting graphics and the kind of complex intrigue and surprise that 
has established the Magnetic Scrolls team as worthy award winners. 

The Guild of Thieves available on CBM 64/128 from 
Rainbird Software and all good retailers at £19.95 (or less)... 

It's a steal. 

FOR MAIL ORDER ENQUIRIES " 
WRITE TO: PO BOX 394 LONDON N8 OQR 
OR CONTACT JONATHAN WEBSTER ON 

01-240 1334 




Screenshots stolen from the ATARI ST version. 



RAINBIRD SOFTWARE, FIRST FLOOR, 74 NEW OXFORD 
STREET, LONDON WC1A IPS. Rainbird and the Rainbird 
logo are trademarks of British Telecommunications pic. 




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Even Wizards need a holiday, so hidden away on the Lands End peninsula the \ 

Wandrous One 

. . . casts his spell over Guild of Thieves for the 64 - is it a steal or a rip-off? j 

. . . previews Level 9's Knight Ore - can this most venerable software house 
survive in the new age of 16-bit machines and disc-based games? 

. . and gets outshined in Shades - is it really worth a modem, a pound an hour and 
an exorbitant phone bill to get into multi-user games, 

or are they for MUGs only? • - 


Guild of Thieves 


Magnetic Scrolls/Rainbird, £19.95, disk only 


, ■ . . ■ 
Thieves. It may not be as original or 

way out as some of the things 

we've seen lately, but it's 

definitely shaping up to bebni<hf% 

the Wiz's favourite games ,' : |ii||p|||| 

You start off sittirig in a boat ||j| 
mid-stream witM : l:represieiili|B|| 
of the Guild. To gain admission |B| 
this august body you must loot the 
surrounding countryside of all its 
valuables. 

have here a very traditional 
scenario — the good oh treasure 
hum. 

If you're wondering why there 
should be anything good about 
sticking to traditional themes 
instead of inventing startling new 
plots, the answer is that the very 
structure of adventure programs 
revolves heavily around locations 
and objects. It makes sense there- 
fore to have a scenario t«B 
rewards the discovery of locations 
and objects with good solid points! 
So traditionalists yvdll note with 
glee the score counter constantly 
displayed at the top of the scre|i|| 
(together with the nutnbfi 
moves you've made) 

The parser is onc< 
nificent. You can mai 
of your good ol;l§| 
example. PUT ALL j 
LAMP IN THE SWA 
CLOSE IT will execul 


|wi||T0utdifficulty. This means that ? 
playing the game becomes an 
enjoyable exercise of the 1 magma- 
|fehi?rather than a battle of misun- 
derstood words. 

you move about you 11 start';; 
to make use of another feature of 
1 the parset - the GO TO command. 
Once you've visited a location or 
EXAMINEd and object you can GO 
TO it from another place. In the 


been seen dead playing an adven- 
ture suddenly went all ga-ga 
because of the pretty pictures. And 
the parser meant that they could 
communicate with the game. 
Therefore a whole legion of self- 
appointed adventure reviewers 
sprung up proclaiming The 
Pawn to be the best thing since 
sliced bread. 

Meanwhile for us dedicated 
adventurers the real question has 
yet to be answered - are these 
Magnetic Scrolls adventures actu- 
ally good games? Are they worth 
your £19.95, oris 90% of the satis- 
faction derived from just looking 
at the pretty pics and entering PUT 
THE IVORY KEY IN THE SWAG 
BAG AND THEN DROP THE 
POISON ON THE STEPS. 

The Wiz sat down to play Guild 
of Thieves with slight misgivings. I 
wondered why this was and 
realised to my horror that I hadn't 
actually enjoyed playing The 
Pawn very much. Sacrilege! But 
although others will doubtless dis- 
agree, I felt that it was just a bit 
pretentious. It had some great puz- 
but the 

well let's it a ; 

came its. quite a pleasant 
surprise when I found get-! 

ting very engrossed in 


e ' ve already 

taken a P rey i ew 

wiSM! P eek at this 8 ame 
on l ^ e Atari ST 

Imjfm 'v \\\BJ but now we've 

got the 64 ver- 
A % Ah sion Wiz can 
iv mL give you the low 

l OW low-down. 

First let's do a bit of image strip- 
ping so we can see what the game 
itself is actually like. Magnetic 
Scrolls leaped into the headlines 
last year with The Pawn - stupend- 
ous parser, brill graphics, interac- 
tive characters, original scenario, 
new software house (well almost), 
Rainbird marketing and multi-for- 
mat availability. 

The last two points are very sig- 
nificant - there are really only four 
companies in the UI< that have 
marketed their games forcefully 
across all formats - Adventure 
International (now defunct) 


through the intervening locations 
to the temple where the statue is). 

There are two points to note 
about the GO TO command. First 
it can kill you if you're not careful. 
For example typing GO TO fl|j| 
PLE in the Lounge will 
out of the castle by way q|lltp 


it. Apparently, seeing it i 




naiists would 


iiillll; 













! 



i 


I 

; 














Infocom disc accesses seem 
quicker than these, and at tense 
moments I found the delays a real 
annoyance. 

There's a particularly long 
access when the game loads in a 
new graphic scene. The pics are 
great, but if (as with most people) 
your expectations have been 
raised by seeing the Atari screen- 
shots that most other magazines 
printed, then you are in for a slight 
disappointment. You certainly 
won't find yourself complaining 
about the lack of illustration, 
although sometimes you may find 
yourself wasting time examining 
objects that are clearly shown in 
the drawings, but don't in fact exist 
within the program. 

Guild of Thieves is an excellent 
program, combining- Magnetic 
Scrolls' programming expertise 
with a more accessible scenario 
and some excellent puzzles. It 
should take you a long time to 
finish and numerous SAVEs will 
be needed. Sadly there's no RAM- 
save option and - equally annoy- 
ing - no catalogue function to ena- 
ble you to check up on previous 
saved filenames. However, these 
are minor quibbles about a game 
that's destined to be a classic. Even 
at £19.95 you can't go far wrong. 


Use of the safety deposit boxes 
highlights another excellent fea- 
ture of this adventure - the game 
design. All of the puzzles are won- 
derfully "constructed - logical, 
sometimes quite difficult, and very 
satisfying to solve. For example, 
the safes will not relinquish an 
article once it's been put inside. So 
you have to be quite careful about 
banking your treasures, making 


sure first that what you have is a 
treasure and not something that 
you will require later on. 

Having played the game on both 
the Commodore and the ST, I 
found one aspect to be less than 
satisfying - the disc accesses. The 
game comes on two discs, and 
although actual disc swapping is 
kept to a bare minimum, the old 
1541 grinds away for ages. Even 


The GO TO command is particu- 
larly useful when storing your 
treasure. Valuables aren't that 
difficult to find to start with, but 
the inexperienced player may 
wonder why picking them up 
doesn't increase his/her score. The 
answer is that they only register 
when you've put them in one of 
the Bank of Kerovnia's safety 
deposit boxes. 


Atmosphere 

Interaction 

Challenge 

Overall 


Magic and Hordes of the Mountain 
King. However, you don't have to 
read the novella to get on in the 
game. 

Apart from an upgraded parser 
(see below) the real difference 
between Knight Ore and previous 
Level 9 games is the inclusion of 
interactive characters. As Pete 


for play and a short 'novella' 
detailing the exploits of Grok 
Grindleguts and other ores. It's 
quite readable stuff, incorporating 
a gay dragon, a hoard of treasure, 
a tavern and a sense of humour. 
The novella sets the scene for the 
game itself which falls into three 
sections - Loosed Ore, A Kind of 


pii p VTFW f 


Level 9/Rainbird, £19.95 


H irr-agf l R> Wiz has yet to 

play a 64 version 
‘llaBS. of this game so 

El l ^ S is a P rey i ew 

'mwK rat ^ er t * ian a 

gw proper review. 

& ^J c However, as 
Knight Ore is a 
Tmmm A crucial > release 
for Level 9, I'm bringing you my 
impressions of the game as played 
on the Atari ST. The days are 
passed when the Austins were the 
only people to take the adventure 
market seriously - and as a result 
were the only people taken seri- 
ously by adventurers. Level 9 were 
kings; of the cassette market, but 
nowadays disc drives are becom- 
ing; • more common — asp; are 
machines with more memory and 
h^|e||;: graphics facilities. Level 9 
made;:i|teir name with text com- 
p res si on and text-only games -but 
can they survive in the new era? 

The game comes with a chunky 
eluding fu II instruction s 




;:j£xjx;x&x% 



duction versions. I certainly hope 
so - if you're going to borrow other 
people's ideas you've got to equal 
them at least, otherwise you run 
the risk of appearing naff. 

As for the subject matter, 
well . . . The Wiz isn't quite so 
sure about this. The Pawn may 
have been 'way out', and Guild of 
Thieves may be more successful 
because of its traditional structure, 
but I can't help feeling that Knight 
Ore carries things a little too far 
backwards. Okav, so treasure 


Austin remarked recently 'The 
range of puzzles you can have that 
involve picking up and using 
objects has been thoroughly 
explored - introducing characters 
has to be the next step. ' No sooner 
said than done it seems. 

In Knight Orc f as you control the 
actions of orcine Grindleguts you 
can FOLLOW another character, 
address another character using 
the NAME MESSAGE format, and 
even WAIT FOR another character 
to arrive. Much of the game's chal- 
lenge lies in recruiting allies, so 
you'll find yourself doing quite a 
bit of communication. 

One of the best aspects of this 
interaction is the ability to 'queue' 1 teensy-weensy 
commands to other characters. Can't we thinl 

The manual gives this typical introduce spe( 

example ... game rather tl 

TROLL, WAIT 2, IN. KILL VAM- ^ASTSPEL 

MOUSE, WAIT 1, IN, KILL VAM- 

IN, KILL VAMPIRE parser has beer 

, can now GO 

Entering the above three com- ano ther locati 

mands in sequence outside the FIND an objecl 

vampire's lair brings all three of EVERYTHING 
you into the lair for a simultaneous TheuseofEXC 

attack on the blood-sucker. I t think tl 

The fact is however that Level 9 tQ have cause 
l still have a lot to learn when it I interaction 
j comes to actually programming Secondly, t 
interactive characters. There are Level 9 relea; 
occasional gaffs as in . . . from occasion 

DENZYL WHO ARE YOU shot at the re 

To which Denzyl replies 'I'll get this appeals to 
onto it at once.' Hmmm ... on your own \ 

Denzyl and other characters also example if the 
I suffer from the program's rather member of the 
| unconvincing technique of print- be a 'sweaty ] 

! ing little messages about them at to you, then > 

intervals -as if to persuade us that Knight Ore's so 
the characters really do have lives Finally then 
of their own. So as you hang sense of hu 

around Denzyl, the program will Sometimes it ; 
I suddenly come up with 'He mum- anyone who's 
bles quietly' or something similar. in particular v 
This is a bit like The, Hobbit where minutes quit< 
Thorin 'starts singing about gold'. (who's renov 
I can understand the designer's sense of humc 
j intention behind such messages, adventures) 

| but after a while they become jar- j occasionally a 
ring and unconvincing. Magnetic cried out in tin 
Scrolls' characters (and Infocom's) The nitty-£ 
don't advertise their presence days we are : 
quite so obviously - and are more involvement 
effective as a result. accomplished 

Like all of Level 9's recent adventure w 
games, Knight Ore comes complete and Advent 

• with graphics. As I said, I've only replaced by ] 

* seen the ST version, but this was Hitchhikers , c 

| enough to persuade me that the generators liL 

company have taken heed of pre- Magnetic Scr 
vious criticism on the piccy front. available to 


► Rainbird’s Chief Ore, Adrian Howells, Orc-e strates an attack on 
ZZAP! towers 


WOTS 


AVAILABLE 

FROM 


19th AUGUST 


your 

LOCAL 

INDEPENDENT 
COMPUTER SHOP 


very effective contrast to the usual 
approach of trying for an almost 
photographic realism (as in Guild 

Of K - * 

The company have also taken a 
leaf out of Magnetic Scrolls' book 


e graphics scrollable 
>11 them up and down 


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S HADES is the multi-user game run by Micronet and available to all 
Micronetand Prestel subscribers. If you’ve never played a Multi-User 
Game on-line before, then this is an ideal introduction. What’s it like 
to bask in SHADES? 


The Wiz recently went on a tour of SHADES 
in the delightful company of Sappho the Witch. 
Sappho is one of a select band of 33 Wizards, 
Witches and Arch-Wizards who have reached 
' the pinnacle of SHADES, where - like MUD - 
the objective is to reach Wizard (or Witch) 
status by collecting treasure and treating other 
players with proper respect . . . killing them 
that is. 

MUD, which the Wiz has already looked at 
this year, is a scrolling text format game, but 
SHADES is of course in Viewdata format. This 
has the advantage of adding colour to the 
proceedings, but it is slightly less suitable for 
long textual interaction. As it turns out this is 
not a drawback in the game, as SHADES is a 
very different animal to play than MUD - it’s 
less formal, more friendly in the early stages, 
and much more dependent on interaction 
between the players. 

Sappho herself has played MUD about 
seven times ‘ I got killed each time within afew 
moves and found the other players to be rather 
intolerant of beginners. ’ This is also something 
the Wiz has experienced, but it’s not because 
MUD is an unfriendly place. The reason is 


SHADY 

TACTICS 

One class of SHADES player is worth 
watching out for - the 'killer’. Most 
players will at some time or another go 
on a 'killing’ spree, and many will create 
a persona (or game character) 
specifically as a 'killer’ character. 

The reason for this is simple - 
knocking off your fellow men and 
women gets you a share of their points. 
Some killers go on the rampage 
regularly, changing their names 
whenever they meet a gruesome end, 
and thereby preventing other more 
innocent characters getting to know 
who they are. 

It can be quite an emotional 
experience for a player to lose a 
character to a killer - particularly if 
you’ve spent a lot of time building that 
character up and have come to identify 
closely with it. Any disappointment, 
however, is likely to be tempered by the 
knowledge that you’ve done similar 
things to other players in the past. 

If you do get killed by an attacker, you 
lose half your points and must start 
building up your character again. If you 
attack someone else, however, and they 
kill you, then you are reduced to NOVICE 
statues, regardless of how advanced 
your character was when you set out. 
There is a price to pay for homicidal 
tendencies! 


probably partly to do with the system itself - 
MUD is a dedicated multi-user adventure 
system, whereas SHADES, being part of 
Micronet, can be played by anyone who 
suddenly has a whimsy to go trekking and 
treasure hunting. 

There are three types of people who play 
SHADES,’ says Sappho, ‘the ‘T’ (treasure) 
hunters, the killers, and the chatters.’ The 
Killers, although they sound a little unpleasant, 
are in fact an essential part of the game - giving 


LETTING IT 
ALL HANG 
OUT 

SHADES really encourages you to share 
your feelings with others. The huge 
number of emotional commands 
encourage interaction, and do much to 
create the game’s unique atmosphere. 
Here’s a selection of what you can try on 
your fellow SHADEists . . . 

BLUSH GROAN SLAP BOOGIE 
GROWL SNARL BOP HEHE SNEER 
CHEER LAUGH SNIFF CHUCKLE 
MUMBLE SNIGGER CLAP PEER SOB 
CRINGE POGO STRUT CRY QUAKE 
SULK FOAM SCREAM TAP GIBBER 
SHRUG WAVE GIGGLE WIGH WHISTLE 
CUDDLE KISS EMOTE HUG STROKE 
KICK WINK XPLODE YAWN. 

Some of these simply allow you to let 
off steam, whereas others (like HUG) are 
interactive and require you to find 
someone to get friendly with. 


it a certain thrill that would otherwise be 
missing. Since you can have different 
personae on SHADES, most people will create 
two characters for different purposes - one for 
killing, for example, and one for exploration. 

The chatters are people who drop in from 
other areas of Micronet just for a quick natter 
with other SHADEists (as players are called), 
whereas the ‘T’ hunters dedicate themselves 
to the pursuit of material wealth. 

SHADES was written by Neil Newell and 
inspired by MUD, back in 1985/6. The game 
differs partly because of its structure, in that 
only eight players can play a game 
simultaneously- if more than eight players log 
on then a new game is created. Up to eight " 
games can run at the same time, which means 
that up to 64 players can be logged onto the 
system at once, Under certain circumstances 
this can be doubled by running another system 
in parallel, giving facilities for 128 players. 

As far as you’re concerned, there will only be 
eight, however. Couple this with the fact that 
the game resets automatically every 45 
minutes, and you can see that for a beginner 


GAME 

OUTLINE 

Micronet Shades are landscapes of 
dreams and adventures reached by a 
gateway on Micronet. Players roam the 
lands, using the eight points of the 
compass and commands such as IN, 
OUT, UP and DOWN. 

The aim is to score as many points as 
possible by collecting treasure and 
dropping it into the Mad King’s room in 
the castle. Having scored some points it 
is a good idea to save, because unsaved 
points are lost if you get killed or cut off. 

The objects scattered around the 
lands are classified as Treasure, Tools 
(Keys that give you access to Treasure, 
for example) and Weapons (that you may 
use to kill or defend yourself against 
attacks). Some objects fall into more 
than one category. 

Attacks from other players and 
Mobiles (computer generated creatures 
that roam the land) must be fended off. If 
you are attacked you may defend 
yourself by typing Retaliate with 
(weapon). If you have no weapon you 
may be killed unless you flee out. Doing 
this, however, will lose you 3% of your 
points. 

You can try to kill another player or 
mobile by typing Kill (player) - or with a 
Weapon, Kill (player) with (weapon). 

If you attempt to kill a player and you, 
yourself, are killed, you will lose all of 
your points. If another player attacks you 
and kills you, you only lose half. 

All mobiles and players are liable to 
attack you without warning. The Strange 
Little Girl, however, is useful, as 
touching her regains lost stamina. 

You start as a novice, passing through 
the higher levels as you gain points, until 
eventually you reach Wizard status. 
Your Stamina, Strength, and ability to 
cast Spells increase as you progress. 

It is a good idea to 'map’ the land as 
you play. To help you along, Micronet 
have produced a basic map of the land. 
There are many locations not included 
on this, but it’s up to you to discover 
them for yourself. 


the program is rather less daunting then MUD. 
To start with, you’ve got only seven human 
opponents, and secondly the frequent resets 
guarantee that you’ll find at least 
some treasure. 

Despite the small number of players in each 
game, SHADES is a very lively place. This is 
because there are a large number of mobiles in 
the game - computer controlled interactive 
characters that lead a life of their own. The 
characters are very well developed and have 
very distinct characteristics. Whether you 
encounter a Mouse or a Demon, you’ll still have 
to be on your guard to protect your valuables, 
or possibly even your life. 

SHADES is also very lively because of the 
enormous number of interactive commands 
that encourage the human players to talk to 


50 ZZAP! 64 September 1 987 






I 







40 1 999998 f 


SHADES 
STROLLER 

Welcome to the newspaper designed to 
keep you in touch with all that's 
happening in the Shade, plus much, 
much more. . . Horrorscopes, Radical 
Sorcery, Cookery, Agony Aunt and tor 
all those aiming tor Uitchood, a 
Uimmins ' Page tull ot hints on how 
to succeed as a female Shad is t . 


KEY # To start readin 


Mbx 819990683 

Database 9 Enter Shades 


^ ry f .» «• ( y, I j emit. 


401999998g 


Op 


- - * Shades the Game welcomes you 

If you haven’t played before type 
HELP, then LOGIN to play the game. 

Please read The SHADES Khronikles - 
Updated 20 th July 1987 

You are connected to Shades line 4 

? INFO - Type LOGIN Cor HELP> 

SYS > 


LOGIN 


each other, hug each other, and generally carry 
on. You can Pogo, Boogie, Kiss, Hug, Sniff, 
Snigger - and a whole lot more. Best of all, 
there’s a command called EMOTE which 
enables you to do almost anything to anyone 
else, by typing EMOTE (message). This 


enables you to define your own emotional 
activity - hmmm . . . could be interesting. As 
Sappho points out, commands like EMOTE 
mean that in SHADES you can literally have a 
party between players. 

In fact his spirit of interaction extends right 


IN 

COMMAND 

Here’s a list of commands available in 
SHADES - many of them can be 
abbreviated, which is a distinct 
advantage when speed of interaction 
helps you make progress and save log- 
on costs. 

BRIEF COMMANDS DOWN DROP 
EAST FLEE FOLLOW GET GIVE GO 
INVENTORY KILL LOSE MOVE NORTH 
NORTHEAST NORTHWEST PICK 
POWER QUIT RETALIATE RUN SAVE 
SAY SCORE SHOUT SOUTH 
SOUTHEAST SOUTHWEST STEAL 
SUMMON TAKE TELL UP VALUE 
VERBOSE WALK WEIGHT WEST 
WHERE WHO 


outside the game. ‘I’ve got a lot of personal 
friends who I’ve met through the game. There 
are pub evenings and get-togethers, though 
most seem to happen down South in London 
- London seems to be the meeting place for 
SHADEists.’ But that doesn’t mean that there 
won’t be many players near you - wherever 
you live. There are many players in the North of 
England, for example, and because Prestel/ 
Micronet is accessible for the cost of a local 
call almost all over the country, it won’t cost 
you the earth to log on. MUD by comparison 
requires either a long distance call to London 
or a special PSS link. 

The Wiz found SHADES a far more energetic 
game than MUD. There is something rather 
grandiose about the Multi-User Dungeon - the 
location descriptions are long and in vivid, 
grand style, the players tend to be slightly aloof 
-especially from novices. In general, the 
atmosphere seems to be one of dedication to 
the straight and narrow path of adventure, with 
some interaction providing an added 
dimension to the game. However, in SHADES, 

I think it’s true to say that interaction is the 
game. For some serious adventurers, this may 
not be so attractive, and some might even find 
SHADES a little childish - but for those who 
thirst for a chat and a quick treasure hunt with 
the minimum of fuss it’s a great game. 

There are currently rumours of a new MUG 
appearing within Micronet, but to date nothing 
is fixed. SHADES costs you 1 .62 pence per 
minute to play (6p a minute if you’re on Prestel 
but not on Micronet) plus Prestel log-on 
charges. That’s not too much to fork out, and 
there’s currently a special offer giving five 
hours free play. If you’re not on either Prestel 
or Micronet, then you might like to know that 
the company are doing a special deal, offering 
a free modem with every subscription to the 
service. 

To play SHADES on Micronet, go to page 
*81 18#. To join Prestel/Micronet, write to them 
at DURRANT HOUSE, B HERBAL HILL, 
LONDON, EC1 R 5EJ. Telephone 01 278 31 43. 
If you’re of the easy-going social type, I can 
recommend a dip into the game- MUD may be 
the more serious quest for some, but in 
SHADES you can set your sights on Wizard- 
dom - and Boogie all the way! 



ZZAP! 64 September 1 987 51 









” MISS THIS UNO YOU'RE MISSING 
THE BEST PROGRAM OP THE YEAR! " 







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COMMODORE 64 


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software ... Wizball is simply brilliant -one of the best 
presented, most graphically and aurally attractive and addictive pieces of 
software available: 

Wizball is the finest release this year. The scenario and 
design are so original. ..Playing is a joy.. The graphics. soun< 


' The sound throughout is great This is definitely one groovey 
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RATIONALISED 

RATINGS 

Normal service is resumed this month, after a brief break last month 
to panic over my finals. Finals at Oxford are conducted in a curious 
manner, which involves dressing up in black dinner jackets and bow 
ties and sitting for 30 hours in a building made of pink marble. It 
amounted to psychological disorientation on a grand scale, and left 
me little time to go to war. What did I get? I don’t know yet . . . prob- 
ably a second like everyone else. 

I thought I’d devote this month’s introduction to explaining my rat- 
ings system in detail. 


PRESENTATION 

Presentation involves everything that doesn’t directly relate to the 
game, excluding the graphics (which, even in a strategy game, can 
be said to be part of the gameplay). So that doesn’t just mean the 
packaging (though packaging is important when you’ve paid for a 
product), it means the general on-screen appearance, whether the 
program looks ‘tatty round the edges’, and — importantly — what 
impression the ‘front end’ makes. In a strategy game there often has 
to be a complex orders system, and this can be very badly designed 
when programmers really make an effort. 


GRAPHICS 

This is self-explanatory, but I try to consider the distinction between 
prettiness and usefulness. Good graphics are those which are 
appropriate to the game, and so a few simple, elegantly designed 
lines can be better than a screenful of messy colour if the game’s idea 
is better expressed that way. 


RULES 

Rules are vitally important to a strategy game, which so often has to 
exist in the imagination. I prefer to see the game mechanics 
explained (though others don’t like this) , and therefore I always com- 
mend background detail. 


AUTHENTICITY 

This is a nebulous quality. To what extent can a stylised set of boxes 
and lines on a television screen ever be said to be authentic — espe- 
cially when what they’re trying to represent is a noisy, smoking, 
muddy battlefield in the Napoleonic Wars? Authenticity is the factor 
by which a game, through its various aspects, manages to reduce the 
gap between reality and what’s on screen. 


PLAYARIUTY 

Playability may be generated differently by arcade games and strat- 
egy games, but the effect on the player is much the same. Playability 
can probably be boiled down to 1 the promise of more ’ , and it ’ s faintly 
analagous to an absorbing plot in a television drama. Empty and 
unsatisfactory games can have a high degree of initial playability - 
who, once started, can resist watching ‘Neighbours’? 




OVERALL 

I feel I can give a game a high overall percentage without much refer- 
ence to the individual ratings. A game may be badly presented, have 
weedy and obstructive graphics, rules which hardly cover the back 
of the inlay, and try to claim that Napoleon invaded India . . . and still 
remain fascinating. Most of the individual ratings are descriptive, 
but the last three are evaluative. 

Having said all that, I wouldn’t take ratings very seriously. Most 
of what I really have to say about the game is contained within the 
body of the review, and the best way of judging whether or not you 
would like to buy it is to study that and decide if it sounds like the sort 
of game you’d enjoy. 








SHARD OF 




SSI, £19.99 disk only 


hard of Spring is a 
game of a type I 
would usually 
pour scorn upon, 
the computer 
‘fantasy roleplay- 
ing game’. As a 
real live rolep- 
layer, I’m deeply 
convinced that it is not possible to 
reproduce the experience of this 
sort of game on a computer. And 
although Shard of Spring is a very 
playable piece of entertainment 
software, it’s good for reasons other 
than those which it intends. 

The action takes place on the 
island of Ymros, where until 
recently, it was always Spring. This 
phenomenon was brought about by 
the presence on the island of the 
Shard of the title, and, due appa- 
rently to appalling careless security 
precautions, this desirable piece of 
crystalware has been stolen by an 
evil witch called Siriadne. The 
temptress has threatened to 
destroy the crystal and thus turn 
Ymros into an icy wasteland unless 
the peasants pay tributes to her. 
The field is clearly wide open for 
adventurers to do their stuff. 

What we really have here is an 
excuse to string together a collec- 
tion of dungeons, quests and wilder- 
ness encounters (to use the rolep- 
laying technical terms), based 
around a structure of character 
advancement and acquisition of 
wealth. The possibility of eventually 
winning by achieving the ultimate 
objective is also held out. Most of 
the game is spent in melee, so it’s 
fortunate that the close combat sys- 
tem is extremely good. 

H’he first thing to do is to ‘roll up’ 
a party. A party must consist of at 
least two, and can contain as many 
as five characters. There is no 
advantage at all in having fewer 
than five in your party, as they all 
add to the firepower and don’t cost 
much to feed. A human character 
can either be a Warrior or a Wizard, 
and the other races have already 
had the choice made for them. 

Characters are allocated statistics 
in the usual range of ‘attributes’ by 


random computer dice-rolls. 
Although it seems absurd to give a 
computer character a statistic for its 
intelligence, the ‘intellect’ attribute 
makes itself useful by governing 
how many skill points can be spent 
on skills like the ability to use a 
sword, or to hunt. Similarly, the 
‘skill’ attribute itself determines the 
percentage chance of hitting a 
target, and strength adds a damage 
modifier. When the game lunges 
into melee combat, the use of all the 
attributes is brought immediately to 
the surface of the gameplay. They 
have no feeling of irrelevance, as 
happens so often in this type of 
game. 

Warrior characters can choose 
from a list of skills specific to them. 
They need to have a weapon skill of 
some sort, but more unusual skills 
include armoured skin and persua- 
siveness, which lets the character 
negotiate a discount on items sold 
in shops. Wizard skills are slightly 
different, because choosing one of 
the five ‘rune’ skills allows the 
wizard to have at his command a 
range of six or seven spells. Finally, 
and essentially, the character is 
named. The latter half of this name 
has a tendency to be swallowed by 
the program when it feels like it, 
which gives an amateurish impres- 
sion. 

All characters are stored on a 
separate disk (one of yours, which 
the program formats for you), and 
once you’ve created as many as you 
want you can arrange them into 
parties. There’s space on the disk for 
25 characters and five parties, but 
you can only go out adventuring 
with one party at a time. 

Having swapped disks round 
once more and entered the game, 
the player finds his party 
represented by a single figure in the 
middle of a map. The map is pretty 
enormous, and I can vouch for that 
because I’ve been mapping it. What 
you see on the screen at any one 
time is a portion nine by nine square 
of the landscape surrounding your 
party. The basic terrain types are 
plain, forest, mountains and marsh, 
bounded by water. Special 


locations, such as towns and the 
entrances to underground 
complexes, are easily identifiable. 
As might be expected it takes longer 
to cross a mountain square than a 
plain square, but the game is not set 
in ‘real time’. The hour of the day 
and the day of the month can be 
called up at any time. After a certain 
number of hours it begins to get 
dark, and at this point it’s a good 
idea to set up camp and sleep. 

You can set up camp at any time 
of the day, and it’s often essential 
because it’s the only way to access 
a wider range of options. Once 
encamped the player can examine 
individual members of the party, try 
to identify potions and items found, 
swap round equipment and heal 
each other’s wounds. The inadvisa- 
bility of taking too literal a view of 
the game is illustrated in this proce- 
dure. If a character buys a weapon 
and a set of armour in a town, before 
he can put on the armour and get 
the weapon ready to hand he has to 
leave the town, go a little way out 
into the country, and pitch a tent! 

Combat is extremely well-man- 
aged - and this is a good thing, for if 
it weren’t one of the best aspects of 
the game, the whole program would 
be a disaster. When they party 
stumbles across something to wave 
its swords at - and you don’t see 
them coming - the screen display 
changes to a blow-up of the area, 
with characters shown for the first 
time as individual figures. Combat 
always starts with the opposing 
sides a few squares apart. This is 
where movement points become 
the currency of combat; it costs two 
movement points to move one 
square, one to turn around, and 
three to make an attack. Each 
character, friend or foe, takes his 
turn according to speed. A charac- 
ter’s accuracy and ability to inflict 
damage depends on his skill rating, 
his strength, the type of weapon 
he’s using and the opponent’s 
armour. 

The landscape is interspersed 
with dungeons and towns. At the 
towns you can buy weapons, 
armour and foods, take your charac- 


ters up levels, and meet that familiar 
roleplaying figure . . . the old man 
in the pub who tells you what your 
next quest will be. The dungeons 
take you into the usual subterra- 
nean corridors populated with 
monsters and hiding treasure. 

Although I’m sceptical on princi- 
pal about this sort of game, there’s 
no doubt that Shard of Spring is an 
excellent design. The island is a 
graded exercise in adventuring, 
with the wilderness and dungeons 
on the East side containing easier 
monsters than those on the West. 
It’s playable to the point of being 
addictive. Testimony to this is the 
fact that a friend and I sat up to half 
past two playing it, when we were 
in the last weeks before our Finals. 

What the game lacks is imagina- 
tive design, and because of that, 
atmosphere. But I can certainly rec- 
ommend it, even to those who don’t 
think they like roleplaying on a com- 
puter. 


PRESENTATION 55% 

A generally lacklustre appear- 
ance, including a clumsy 
orders system and long and 
irritating pauses for disk 
access. 


GRAPHICS 65% 

The representation of the wil- 
derness is adequate but dull. 


RULES 88% 

Clear descriptions, with tables 
describing some of the game’s 
mechanics. 


AUTHENTICITY 60% 

Although giving a sense of vas- 
tness and variety, disbelief is 
never suspended for very long . 

PLAYABILITY 90% 

Absorbing, tantalising, and 
satisfying. 


OVERALL 88% 


Just short of brilliant. 



ZZAP! 64 September 1987 55- 








PRESENTATION 85% 

The toQlkit is useful for wiring 
plugs. But having to change 
the disk round so often is 
rather boring. 

GRAPHICS 30% 

Worse than poor, because they 
defeat the atmosphere. 

RULES 84% 

Excellent. 

AUTHENTICITY 50% 

Despite the beautifully 
detailed car specifications, the 
game does nothing to conjour 
up the required atmosphere. 

PLAYABILITY 70% 

Although it’s frustratingly 
difficult to get started, it’s easy 
to spend a long time trying. 

OVERALL 70% 

Some good points and the 
promise of lasting play — but 
the serious drawbacks might 
become too irritating in the 
long run. 


drawing. Nice white fences, little 
cows by the roadside, well-kept 
homesteads and trees conspire to 
ridicule the scenario. 

As the game’s object is to build 
the best car you can and win 
autoduelling championships, the 
immediate aim is to make money. I 
found the easiest way to do this is to 
by-pass all that dangerous and 
uncertain autoduelling and head by 
bus for Atlantic City, where you can 
take part in a very lenient and gener- 
ous game of Draw Poker! But the 
proper way to make your first few 
thousand is to take part in the 
amateur Night event at the arena. 
The prize is £1500 dollars and a 
couple of points of prestige. When 
you have your own armed and 
armoured green Mini you can take 
part in the Division Combats and the 
highly dangerous City Champion- 
ships. 

The other main way of making 
money and gaining prestige is to run 
courier tasks for the AADA. Visiting 
their buildings offers the player a 
choice of four different tasks every 
day. This seems to me one of the 
most interesting aspects of the 
game. If your car isn’t big enough 
and your prestige isn’t high enough 
the AADA will have no hesitation in 
refusing you for an important job. 

Most of the loving care in the 
design of this game has gone into 
the car specifications. There are 
seven basic types of body design, 
four chassis modifications, three 
kinds of suspension, and four grades 


of ‘power plant’ to choose from. All 
of these affect how much the vehicle 
can carry, how fast it can go, and 
how easy it will be to handle. After 
that, there are tyres, weapons and 
armour to decide on, and there are 
12 weapon types to choose from. It’s 
just a pity that when your armoured 
tank rolls off the efficient production 
lines it still looks like a green Mini. 

These and other touches of vari- 
ety (such as the ability to salvage 
cars you’ve destroyed and sell the 
scrap) seem to promise a substantial 
game. AutoDuel does have a feeling 
of solidity and of things to do and 
places to go, but there are objections 
which may be more than superficial. 
The enemy cars in the amateur night 
contest are always in exactly the 
same place every time, in every city. 
It is depres singly easy to get killed 
very suddenly, and the only life 
insurance you can take out is to have 
a clone made ; which is so expensive 
that it’s hardly worth doing until 
you’ve built up a substantial for- 
tune. Frustration dominates over 
enjoyment, and I find it difficult to 
believe that the gameplay settles 
down later. 

But the potential for expansion in 
a game which is so difficult to get 
started in is tantalising. You can 
own up to eight cars, you can track 
down top secret missions for the 
FBI, and you can become king of the 
arena. But there is no grand object, 
something which I think all games 
should have, however excitingly 
remote it may be. AutoDuel is a 
lonelv aame. 


You start out as a raw, untested 
candidate for greatness, with a 
small amount of money and no veh- 
icle to call your own. The game 
opens in New York, with 15 other 
cities to hit later on; you are first of 
all asked to create a character for the 
driver by spending 50 points betw- 
een the three skills of driving ability, 
marksmanship and mechanical abil- 
ity. The character of the driver is 
therefore very simply defined, the 
real complexity being reserved for 
the much more important creation 
of the car. 

A poor driving ability means that 
the car can become impossible to 
control properly with the joystick if 
tyres blow, and low marksmanship 
makes it difficult to hit an oppo- 
nent’s car. This is an uneasy inter- 
face between game reality and 
physical reality. In an arcade game 
(and lots of sequences in AutoDuel 
are clearly demanding an arcade- 
style approach), the interaction 
between the human player, the 
joystick, and the movement on 
screen is a real event. A strategy 
game exists much more in the imag- 
ination, which is why strategy 
games can get away with bad 
graphics. Character statistics relat- 
ing to ability very definitely belong 
to this imaginative sphere, and 
when they get between the move- 
ment on screen and the player’s 
own, real developing ability at man- 
ipulating the movement it is irritat- 
ing. 

This is the background to a more 
serious objection. The graphics in 
the action sequences are not at all 
good. The car you drive, no matter 
how complex on paper, always looks 
like a very simple Mini viewed from 
above. The arenas in each town are 
identical, consisting of stick-like 
fencing and rocks with a lot of blank 
space. But when you hit the mean 
hard motorways of the 21st century, 
it’s disappointing to find that the 
landscape looks rather like a child’s 


AUTO DUEL 

Origin Systems, 
£19.95 disk only 


hen I took over the 
ZZAP! strategy 
reviews I 

expected the 
games I’d be sent 
to be different, 
but I did not 
expect to find a 
toolkit in one. And 
I don’t mean a software toolkit, I 
mean a miniature set of screwdriv- 
ers with a tiny hammer and a tiny 
wrench tucked together in a neat 
plastic pouch. This I suppose is 
called imaginative packaging; 
though the kind of cars AutoDuel 
deals with are likely to need a some- 
what larger maintenance kit. 

Apart from the toolkit, the 
AutoDuel package offers a substan- 
tial 32 page rulebook and a colourful 
fold-out road map - oh yes . . . and 
a disk. The game incorporates an 
arcade element which is central to 
the gameplay. Therefore strategy 
gamers who have no patience with 
games which demand a degree of 
joy stick- waggling will not be 
enamoured of this release. 

The setting is the kind of arid, 
technological, aggressively bleak 
future that Americans seem to anti- 
cipate. The roads between the 
major ‘fortress cities’ have become 
almost impassable unless you’re 
driving an armoured tank, and the 
favourite spectator sport is combat 
to the death in the autoduelling 
arenas. Also, the only way of trans- 
porting goods is to pay freelance 
couriers to battle their way along 
the motorway. Into this environ- 
ment you arrive, with the open- 
ended ambition of earning a lot of 
money, building up a nice car, and 
gaining repute. 


56 ZZAP! 64 September 1987 








Hello? Is there anybody out there? I hardly expected sackloads of 
mail in my first month, but you’ve all had time to put pen to paper 
by now. Come on! If you want ‘Manoeuvres’ to be an important 
part of ZZAP!, then you've got to add your support. That means 
you ! Let’s hear your views on anything and everything to do with 
strategy gaming on the Commodore. I get plenty of mail for 
‘Frontline Forum’ in Crash - and you wouldn’t want me to think 
that Commodore gamers were less interested than Spectrum 
strategists, would you? 

As from next month, space allowing, I shall be publishing a 
small hints and tips ‘sub-column’, and I need your strategies and 
solutions. As from this month, you have the chance to vote in a 
strategy chart too, so start writing. 

.. COMMIE 
X BASHING 



Dear Philippa, 

Congratulations on joining 
ZZAP! Sorry about this, but this 
letter is one long moan directed 
against US Gold. I recently 
bought Germany 1985, and 
frankly I was disgusted with 
what I read on the cover - ‘the 
mighty bear of the Eastern Bloc, 
the avaricious Soviet Union 
strides its way forward to sav- 
age the free world, to brutalise 
and intimidate its peoples.’ Of 
course the game gives you the 
opportunity to play the well-spo- 
ken, clean-shaven, general all- 
round nice guy NATO Supreme 
Commander. Succeed, and the 
world will once more be nice and 
jolly, people will be happy, birds 
will sing, the sun will shine . . . 
get the idea? Fail, and the bad 
guys in the fur hats win (that’s 
the Russians of course), the 
birds won’t sing, and sun won’t 
shine, etc. 

US Gold’s Tim Chaney 
defended Raid Over Moscow by 
saying that ‘nobody really 
believes that if they get inside 
the Kremlin during a nuclear 
war, they’re going to throw a 
disc that rebounds off a wall to 
knock out robots arming nuclear 
weapons.’ But Germany 1985 is, 
and I quote, ‘a realistic simula- 
tion.’ Does this mean that US 
Gold really believe this garbage? 

On to the actual game itself, 
and the most important ques- 
tion is, is it worth it? And the 
answer to that one is a resound- 
ing no ! I bought the game in a 
chain store, and I feel that US 
Gold have taken advantage of 
the fact that few of these stores 
provide the game instructions 
before you actually buy the 
game. A small disclaimer 
printed on the instruction sheet 


SOCIAL COMMENT 


informs the poor mug who actu- 
ally shelled out for the game that 
‘this product will not save to cas- 
sette. ’ Just what is the point of 
producing a cassette version like 
this? A save feature in a war- 
game is essential ! In demonst- 
ration mode the game took four 
hours and 26 minutes to com- 
plete. Bearing in mind that the 
computer thinks much faster 
than I do, it would probably take 
at least 12 hours for me to finish 
the game. 

The lack of a cassette save 
routine renders the game totally 
unplayable and it should never 
have been released in this form. 

I sent a letter to US Gold (Trans- 
atlantic Simulations) over a 
month ago, to which they didn’t 
even have the decency to reply. 
Their attitude seems to be 
‘we’ve got your money so what 
do we care?’ Don’t get me wrong 
- the game concept and 
implementation is great, but 
couldn’t the disk save routine 
have been reprogrammed? This 
begs the question — does anyone 
at US Gold really care, or are they 
just a bunch of slick marketing 
men after a quick buck? 

Answers on a postcard 
please . . . 

Gordon Allan, Tain 

As I said last month, I’ve no 
qualms about wargames as war- 
games, but I dislike intensely 
the sort of Commie-mutant- 
traitor attitude that some of 
these American simulations 
adopt. Wargames shouldn’t take 
sides (not politically anyway), 
And US Gold don 't seem to be a 
very popular organisation — not 
as far as customer relations go 
anyway. 

PI 


Dear Philippa, 

In reply to a letter in your first 
CRASH Frontline Forum, you 
commented that while com- 
puter wargames are good for the 
solo gamer, two players are bet- 
ter off with board games. This is 
an issue which I feel should be 
thrown open to ZZAP! readers, 
and here is my view on the sub- 
ject. 

I have many excellent 
boardgames but my playing of 
them decreased after acquiring 
a CBM64, and I have hardly 
touched them since buying a 
disk drive 16 months ago. The 
reason is that 95% of my gaming 
is solo and the computer pro- 
vides me with an opponent. 
However, 80% of my social gam- 
ing is done with computer 
games and not over a board. 
Computer games are easier to 
set up and can be readily saved 
for the next session, be it next 
week or next month — instead of 
having map and counters laying 
about, or both sides having to 
laboriously note unit positions 
and strengths to set up the 
board again. Another advantage 
is that there are no disagree- 
ments over rule interpretations. 
Even in relation to game quality, 
most software can stand com- 
parison with board games and 
the computer’s number-crunch- 


ing leaves more time for plan- 
ning and enjoying instead of 
searching through charts to see 
what CRT to use. 

The ability of the computer to 
recreate the fog of war via hid- 
den movement and limited infor- 
mation on the enemy, means 
that where once my friends and 
I played ‘City-Fight’ or ‘Task 
Force’ we now play ‘Computer 
Ambush’ or ‘Grey Seas, Grey 
Skies’ as you no longer have to 
give information as to where you 
are searching, and the opposing 
units can’t be occupying the 
same areas without anyone 
being aware of it. The social 
aspect of confrontation over a 
board is gone, but easier gamep- 
lay with little or no loss to the 
simulation makes up for it. 

Jim Harrison, Glasgow 


Two-player computer wargam- 
ing is something that I person 
ally — as you ' re right to point out 
- can’t enjoy. Perhaps I’m too 
hasty in assuming that most 
other computer wargamers feel 
the same way. Certainly, I can 
see that Commodore disk-based 
games compete much more 
closely with the boxed wargame 
than Spectrum cassette-based 
qames - what do others think? 

PI 



THE NEW ZZAP! 
STRATEGY CHART 

Here’s your chance to decide the fate of your favourite strategy 
games, by voting in the ZZAP! strategy chart. Tell us your fav- 
ourite five strategy programs, and at the same time enter a draw 
for £20’s worth of software (not necessarily strategic) and a 
ZZAP ! T-Shirt. Five runners-up will also receive a T-Shirt, so get 
your entry in as quickly as possible. 

The following are my five favourite strategy 
games in order of choice . . . 

1 

2 

3 

4 

5 

Name 

Address 

Should I win this month’s prize, I would like the following £20’ s 
worth of software . . . 


T-Shirt size S[]M[]L[] 


i 


Completed coupons should be sent to ZZAP! 
STRATEGY CHARTS, PO Box 10, Ludlow, Shrop 
shire SY8 1DB, to be received no later than Sep- 
tember 9th 1987. 




ALL ^ 
TRADE ' 
PRICES 





YOUR MICRO 
DESERVES THE BEST. . 

When your home or business micro costs several hundreds of 
pounds, it deserves the finest repair facilities in Europe (well, 
probably!). And the finest prices - £5 off trade rates for a limited 
period only. ★ How? At Verran we use our own range of advanced 
automatic test equipment (now sold worldwide), backed by 
stringent 2-8 hours soak-rack testing. That means speed, ultra-low 
prices and, most important, guaranteed reliability. For the first 
three months we’ll repair any fault free. For the next three, at half 
these quoted prices. ★ It’s the finest service available. 

* Currently we handle over 3500 products on average every day. 
Providing services for such leading companies as Amstrad pic, 
Commodore Business Machines, Sinclair Research, Rank Xerox, 
Dixons, Currys, Boots, W H Smiths, John Menzies and many more. 

* Join them and take up our special offer now. 


Recommended and Approved by 


AMSTRAD AIARI COMMODORE 

ACORN SINCLAIR 


EUROPE'S LEADING 

COMPUTER REPAIR CENTRE 



5 

I 




...AND UNBEATABLE DISCOUNTS ON ALL COMPONENTS!!! 


^ With over £500,000 worth of spares in stock, we 
can meet many of your specialised requirements. 
We’ve listed a few examples and for anything not 
displayed just call us and well quote immediately 
inclusive of first class post 


Keyboard Membrane 

Spectrum 
Spectrum Plus 
Metal Templates 

COMMODORE SPARES 


3.00 

8.00 
3.00 


Power Supplies 

C64 

C16 




19.50 

15.00 


All the above prices include VAT but please enclose 
a further £1.50 post and packing on all component 
orders. 


SPECTRUM SPARES 

Z80 CPU 
ULA 6C001 
Power Supply 
ROM 

4116 RAMS 
ZTX 690 
ZTX 213 



6510 Processor 

12.00 


6525 CIA 

12.00 

2.50 

6581 Sid Chip 

15.00 

7.00 

901225 Graphic ROM 

10.00 

6.50 

901226 Basic ROM 

10.00 

7.00 

901227 Kernal ROM 

15.00 

.75 

906114 House Keeper 

10.00 

.40 

6569 - VIC 

18.00 

.40 

4164 RAMS - Memory 

1.00 


HOW TO CONTACT US 

tAt For quotes on computers not listed or on 
any component telephone 0276 66266. 

(Quoting ZAP/097). 

★ To send us your micro for repair, mail it securely 
packed, accompanied by cheque, postal order 
(made out to Verran Micro Maintenance Limited) or 
quote your Access or Barclaycard number. And to 
obtain your special discount quote ZAP/097 . 





Verran Micro-Maintenance Limited, Unit2H & 2J, Albany Park, Frimley 
Road, Camberley, Surrey GU15 2PL. Telephone 0276 66266. 









BARBARIAN 
(Palace ) 


S#> j&s i / 
i> -frfT Vm / f'fvl 

nil ■ t ^11 \ % 

'*hI 


ymiA 

u 








‘Greetings’ says Geir Straume of 2040 Klofta, Norway. ‘How 
would you like to play a full screen version of Wonderboy? 9 If you 
do, load the game, reset the computer and enter the following 

pr * — 




ZZAP! 64 September 1 987 59 










W, 

■ ■ a 


■ 




I VIM- \J-Tt- I ) 

POKE 3428,174 
POKE 3429,2 
POKE 3572,32 
POKE 3573,167 
POKE 3574,2 
POKE 679,141 
POKE 680,32 
POKE 681 ,208 
POKE 682,141 


, '/ L , | % , - Ji" ir 1 ?' i HI 

And if you want unlimited lives, enter: 


W . Vi 


■ 




POKE 2676,234 
POKE 2677,234 
POKE 2678,234 




And SYS 2 1 1 2 to restart the game with your selected changes. 
By the way, the full screen effect starts when you’ve completed 
round one - so go for it. 






ENIGMA FORCE 
(Beyond) 

This ageing sequel to the even 
more ageing Shadowfire has just 
been re-released on the Best of 
Beyond compilation. So, if 
you’ve just bought a copy (or 
have the original and never got 
anywhere), the following solu- 
tion from Craig Richmond and 
Glen Forrest of Western Australia 
might be of interest. 

Before you attempt an 
escape, explore the base 
thoroughly and find all the loca- 
tions so you know where to go - 
making a map is a pretty good 
idea. Finally, the following strat- 
egy relies on a very quick start. 

Firstly, take control of SYLK and 
locate the insectoid queen. When 
you have achieved this, your team 
will no longer be attacked by the 
insectoids. To find her, look 
around the area immediately sur- 
rounding the ammunition room, 
but be careful, there’s a queue of 
insectoids waiting to come 
through the locked door of the 
ammunition room. 

When the Queen insectoid has 
been located, choose one of the 
remaining crew members (prefer- 
ably not MAUL the Transporter as 
his lack of speed tends to cause 
problems). Use this character to 
get the RED KEY CARD which is 
found two rooms due south from 
the starting point. Get this key, and 
return to your starting location, 
then head left and keep going 


along this corridor until you find a 
locked door. Activate the card 
now. 

Take control of the remaining 
character, either ZARK or 'SEV- 
RINA, and make your way straight 
to the room where the enemies are 
produced - don’t forget to take all 
the power capsules and ammuni- 
tion you can find on the way, and 
don’t stop to fight either (and make 
sure you’re wrapped nice and 
warm with a woolly scarf). When 
you get there, wait on the far left qf 
the room, inside the door (a 
character can’t be shot while in 
this position). A GREEN KEY 
CARD is located nearby - this 
should be collected when there 
are no reptiloids in the room. 

If you wait in the room long 
enough the reptiloids won’t be 
able to get out, which means that 
there’s a continual build-up of the 
number of insectoids and a 
decrease in the number of 
reptiloids. The best thing to do is 
keep stepping in and out of the 
room and activating a power cap- 
sule if energy gets low. After a 
while, there’s a backlog of insec- 
toids waiting to get into the room 
you are in. This is when you leave 
the room - whether you have the 
green key or not. 

The next task to find GENERAL 
ZOFF and kill him. He’s usually 
near to your current location. 
When you have killed him, take the 
PURPLE KEY CARD that’s left 
behind. 

Go back to the room that you’d 
been waiting in before, and help 
kill any remaining reptiloids. Col- 
lect the GREEN KEY CARD if you 


do not already have it and leave 
through the south door. Activate 
the GREEN KEY CARD, and go 
through the door. Activate the 
PURPLE KEY CARD that you got 
from GENERAL ZOFF to unlock 
the spaceship door. 

Take all other characters to the 
room leading to the spaceship and 
then take them through the door. 

Say ‘thank goodness for that, 
I’ve finished it’ and look at the 
pretty picture on the screen to your 
heart’s content. 








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Sllll 


BOOK WORLD 

45 rooms 


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MOONBASE HQ 

18 rooms 


Teleport 


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in 

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Miimmmy. 


Teleport 


Teleport 


Teleport 


Teleport 


Teleport 


Teleport 




Teleport 


sss 


ivfsW 


Teleport 


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Teleport 


Teleport 


Teleport 


rooms 


TOOfHil 




rooms 

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Teleport 


SAFARI 

44 rooms 


Teleport 


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Teleport 


MOONBASE 

14 rooms 


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fill llll 


& 


HEAD OVER HEELS (Ocean) 

This is such a playable and rewarding game, unlimited lives 
almost seem an insult. Still, if you’re in need of a helping hand, 
just type the following Zoltan Kelemen listing and RUN it to have 
unlimited Heads and Heels at your disposal. 








I, BALL (Firebird) 

Yeti and Woody from Aylesbury, Bucks are a couple of com- 
pletely looney hackers who’ve decided to send in their POKEs 
for this strange combination of ballplay, racing and shooting. 
First of all, load the game so that you can enter any of the 
following: POKE 21916,234 (to stop the timer ticking down), 
POKE 20669,234: POKE 20670,234 (for infinite balls), POKE 
1 81 33,255 (for big balls), or POKE 1 8729,234:1 8730,234 (for ‘im- 
possibair mode!!??). 

Then enter the following to activate 'strange and freaky’ fea- 
tures throughout the game . . . 

r#7pOKE 28620,07 * 1 

I • i POKE 28621 ,15 1 1 

• ! POKE 28622,01 , 

• i POKE 28623,20 » 1 

I POKE 28624,15 j I 

I POKE 28625,09 »• 1 

POKE 28626,04 ,• 

POKE 28627 ,00J#J 


After you’ve made your changes you can restart the game by 
typing SYS 27933. Don’t use all of the cheats at the same time 
as the poor old Commodore can’t cope with all the changes at 
once. 


DEEPER DUNGEONS 
(US Gold) 

Jim Biackler has also devised an unlimited energy listing for 
those who want to explore the depths of the Deeper Dungeons. 
Simply insert the tape into the Commodore, type in the follow- 
ing listing, RUN it and press play to load the game with tireless 
characters. 


,94 ' ,42/ ,36 ' ,96 > 


J fcOTT- 

~ \ 


i y* s: 

O* t- 
§ 

t . i 




thijra 

-5 ■ / 

Sir * J 


•*9 <s, r V 




imm 

r.oMr? merlin 


GAUNTLET (US Gold) 

Pay attention all you Wizards, Elves, Valkyries and Warriors - 
are the dungeon’s denizens giving you grief? Is your energy 
running out before you can get anywhere? Fear no more - 
Wizard-in-Chief, Jim Biackler has concocted a special listing 
which, when typed in and RUN before loading, gives unlimited 
energy to each player. 


Ii'628« R pOKE 7 , 6 0 T 4°“ :ReADZ:POKEA ' 2 'NE)<TiSYS| 

'! re. 20™ U2 ' H m ' U2 ' ,!S - ,98 ' ’42. ,ao. 196, ij 

I 


INTERNATIONAL 
BASKETBALL (Commodore) 

What about this one! Get this classic sports simulation out of 
the cupboard, blow the dust off it and sling it into your com- 
puter. Type LOAD and press play on tape. When the READY 
prompt appears, type . . . 

POKE 1 01 1 ,248:POKE 1 01 2,252:RUN 

To load the next bit. When the computer resets, enter . . . 

POKE 381 70,0:SYS 32384 (RETURN) 

For a faster and infinitely more playable game! Pretty neat eh? 


LEVIATHAN 
(English Software) 

Unlimited lives for this pretty, but virtually unplayable diagon- 
ally scrolling shoot ’em up are certainly welcome - so even 
more thanks to Jim Biackler for sending in this listing. Simply 
type in the listing and RUN it to load the program with billions 
and billions of spaceships. 


11 F °RA=6_ 08 TO 61 6:READZ:POKE a 

:POKE 




SPACE DOUBT (CRL) 

For some unknown reason we never got round to reviewing this 
strange little arcade adventure. Oh well, one of life’s little mys- 
teries I suppose. If you happened to have bought the program 
on spec and require unlimited lives for it, just type in and RUN 
the following Jim Biackler listing. 


TERRA COGNITA ■■■HR 
(Code Masters! 

|WIIW IVICIilWl if 


— 

v ■ as, 


If you want infinite lives for this pretty naff vertically scrolling 






shoot ’em up, simply put the tape into the C2N and type POKE 
43,255:LOAD (RETURN) to load the first part. When the com- 
puter resets, enter . . . 

POKE 43,1 (RETURN) 

85 POKE 29253,243 (RETURN) 

RUN (RETURN) 

. to load the rest of the game with with infinite lives. Once 

_ _ _ — ^ ~ - , _ 




• * 


urnm 




again many thanks to Lancaster’s Jim Biackler. 





■ 







ALLEYKAT (Hewson) 

Who wants to be a billionaire? If only this POKE would work on 
my bank balance - it gives unlimited money! However, it does 
work on any budding Alleykatter’s, and therefore allows any 
race to be entered from the start. Just type in the listing and 
RUN it to enter the world of the mega-rich. Once again thanks 
to Jim Biackler. 



,10 FOR A= 65280 TO 65321 :READ Z.POKE 

:i^S”2S.141.43, 22 5.- 

IIS DATA 165 9 141, 11, 17, 141, 17, 17, 169, 0, 141, 

S i 40 ? DATA 1 69^ 240, 141, 248, 15, 169, 34, 141, 249, 
15, 76, 208, 207 







OLL^T PACK (Bug Sb/lf] 

Here are a couple of unlimited lives POKEs forthis back to back 
pair of Bug Byte budget blasters, again courtesy of the industri- 
ous Jim Blackler, 

OUOl 

Insert the relevant cassette into the clatac order, type in the 
f ollowing line arid press play on tape , , , 

SYS 628Q6:POKE 1001,248:POKE 1002,252 (RE- 
TURN) 

When the computer resets, type , . , 

POKE 52868, 248:POKE 52869, 252:SYS 52805 (RE- 
TURN) 

And when the computer resets again, type . , , 

POKE 9701 ,1 73:SYS 9984 (RETURN) 

, , , to load and run the rest of the game with unlimited lives, 
OUO 31 

Insert relevant cassette into the data cord er, type in the follow- 
ing line and press play on tape, 

SYS 62806: POKE 1®0 1,248: POKE 1002,252 (RE- 
TURN) 

When the computer resets, type . , , 

POKE 52880, 248:POKE 52881 ,252:SYS 53023 (RE- 
TURN) 

And when the computer resets again, type , , , 

POKE 22640,1 73:POKE 22704,1 73:POKE 

23568,1 73:SYS 23296 (RETURN) 

To load and run the rest of the game with unlimited lives. 


ROGUE TROOPER (Piranha) 

Good old Joe 90 (surely not the puppet) is here to help this 
2000AD character bring the traitor to justice. Load the program, 
start a game and reset the computer so that you can enter the 
following POKEs . . 

POKE 17429,234 
POKE 17430,234 
POKE 17431 ,234 

for infinite energy, and . . . 

POKE 21 603,234 
POKE 21 604,234 
POKE 21 605,234 

for infinite ammo. When you’ve typed in the energy and/or 
ammo POKEs, enter the following line . . . 

FORA=8240TO8258:POKE A, 234:NEXT (RETURN), 

Restart the program by typing SYS 81 95 



RAT TRAP (Streetwise) 

If you’re having trouble kicking those rotten Cat Men off our 
lovely planet, try out this Mick Mills and Al listing - the binary 
equivalent of catnip. Simply type and RUN the listing and go and 
kick ass! 


o 4077 TO 4106:READ A'.POKE 

? A .C=C + A r N E XT.:»F C=3666 THEN SYS 4077 
4 PRINT “ERROR IN DATA!! 168 32 , 186, 255, 



NEMESIS THE WARLOCK 
(Martech) 

Hackin ’ an ’ slayin ’ those evil T erminator fanatics is made all the 
more enjoyable when Nemesis has unlimited energy, fireballs 
and ammo! Now you can spit ’n’ blast to your heart’s content 
(or at least until the tea’s ready). Don’t forget though, that 
Nemesis cannot access his sword if he has unlimited bullets, 
so choose when prompted - hack or blast, so to speak. Just 
type in the listing, RUN it and follow the on-screen instructions. 
More thanks to Mick Mills and Al. 


l 10 L=49152 

'! 20 FOR X=1 TO 14:T=0 

► '30 FOR Y=1 TO 8 
40 READ A:POKE L,A 

> J 50 L=L+1:T=T+A 
»i 60 NEXT 

i J 70 READ C:IF T=C THEN 90 

90 NEXT 1 ERR0R ' N LINE ”‘ 10+ 90:END 

94 GOSUB 300 

95 RR,NT“SYS 49152 TO LOAD AND RUN” 

<*> DATA 56,' 76, k W S, Tm '»’Si 928 

V” data 'S'l k'm S S; ,02e 

Qnn ATA32,181,2,169 >°> 141 17 143 685 

jj 

;; 310 .PR,NT“DO YOU WANT INFINITE AMMO (Y/ J! 
320 GET A$:IFA$<>“Y”AND A$<^“W”tucm « I* 

330 IF A$=‘‘N”THEN POKE 4922?? ™ EN 320 I* 

i 340 PRINT A$:RETURN ’ i • 



METROCROSS (US Gold) 

As I’m typing this, Glenys (who’s helping me test the listings) is 
whizzing through level after level with the help of unlimited 
time! If you fancy doing the same, simply type in the listing and 
RUN it. Thanks to Zoltan Kelemen of Tyreso, Sweden. 

By the way, I’ve just been informed that the game ends after 
completion of level 24, with no congratulatory screen. What a 
waste of time! 





§•*11 




A \ 


^ #PS . ~ ~ " 

— — — — — — ■■■— — ■■■■Mi ■ ■— — — V « mm *’’■“ 1 


— '■ I 

■ 

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vs. 


THELASTNINJA (System 3) 


LEVEL SIX 


ft 
?■ 

£ Thanks to all 28 of you who’ve 
sent In tips for this brilliant 
oriental arcade adventure - 
they’ve all been combined to 
produce the following complete 
(ish) solution. 

A lot of you have been having 
problems getting through The 
Last Ninja , and have rang the 
ZZAP! offices for help. Please 


ply access the smoke bomb and 
lob it in the dragon’s general direc- 
tion. When the scaly blowtorch 
slumps to the floor, it can be safely 
passed. 

LEVEL TWO 

Firstly collect the claw at the lion’s 
foot which is used to climb the cliff 
- hold nothing but the claw and 


hurts his hand and dies. When the 
Ninja comes to a large yellow 
statue, hold nothing but the talis- The final level is the best! First, find 

the telescope and look through it 
for a very pretty effect, then get 
back to the action. Collect the 


man and pray. 

LEVEL FOUR 

There are two items on this level - 
the rope, which is needed to climb 
the step ladder out, and an apple. 
It is possible to pass the spider, 
but it’s best to to use the map to 
find an alternate route. Use the 


don’t - write in if you require " noio notning but the claw anc 

help, and I’ll see what I can do. RV^.^ 11 ^ 3 a 9 a ' ns t the ^ ace 

Watch out for the crevasses - it 


help, and I’ll see what I can do. 
Much as we’d like to, I’m afraid 
we just haven’t the time to 
spend all day helping people out 
over the phone. 


LEVEL ONE 

The most important thing is to col- 
'*/ lect all of the objects and weapons 
- a sword, numchukas, smoke 
bomb, shuriken, pouch, key and 
apple are the objects to look out 
for. 

When all the items have been 


takes a bit of practice to jump 
these safely. 

When you reach the wall, hold 
only the claw and walk backwards 
until the black-swathed hero clam- 
bers down like a monkey. Next, 
find and collect the glove and staff. 
To pass the fire-breathing statue 
at the end of the level, use the Ninja 
magic found near the glove. When 
the Ninja flashes, it’s safe to go 
past. 

LEVEL THREE 


Li collected, it’s time to put the Dra- 

9° n to sleep - that’s the large Get the talisman from around the 
\\>y lizard who frazzles the poor Ninja statue’s neck and find and collect 
a\' every time he tries to go past. To the rose - but don’t forget to use 
put paid to his pyromaniacy, sim- the glove, otherwise the Ninja 


sleeping potion and find the room 
with many vases. Hold the rose 
and push against the final vase to 
open up a secret door. 

Continue down the passageway 
until the giant dog is encountered. 

staff (it has a longer reach) to hit f"* 0101 . the R?u 0n ’ .. m P ve 

the Skeletons. When the ladder is the dog and throw it when 

located, stand next to the lower- Jt attacks. A successful hit sees the 
most rungs and use the rope to collapse to the ground. If the 
escape bomb misses, beat a hasty retreat, 

H ‘ re-enter the room and try again. 

■ Cl/pi pii/e The next hazard is the large 

r,¥t statue with the bow and arrow. T o 

Collect the apple and enter the pass safely, use the magic blood 
palace using the key. Carry on found on the floor (it looks like two 
walking through the palace until misplaced pixels.) 
the large nail-wielding statue is Continue until you meet the 
found. Hold nothing and edge up heavily armed Shogun. Use the 
against it. Keep moving right and staff, enter the room, bash the 
forwards (very slowly) until the guard once and exit. Keep oh 
Ninja passes it. Don’t casually doing this until he lies dead - the 
stroll past, as the statue will kill Ninja glows and is transported to a 
you. The entrance to the stairway mystery location where lieth the 
is protected by a disintegration scrolls. Jump onto the central m 
spell, so a little Ninja magic has to square in the centre of the room, ^ 
be collected from a nearby boiling use the pouch and pick up the .» J 
pot. When the last Ninja turns scrolls. Watch the disappointing 
green, he can enter the stairway ending screen, and switch off the 
to . . . computer . . . f y 




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most 


GUNSTAR (Firebird) 


/ • ' 10L=529: 
/ • l 20 FOR x= 
1 1 30 FOR y = 
/• i READ a 

• I ® 0l =L1:T= 
/ # i 60 NEXT 

/ • ' 1° R£AD C:l 

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/ 90 NEXT 

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*i ’00 DATA 16' 
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• i 1 20 data 159 

• l 130 DATA 192 

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’60 DATA I69 
n 170 data 164 

.;'??“w 32 , 2 y 

1 ^90 data 141 7 

>200 DATA 169o 


Whacky pseudonyms seem to be the ‘ in’ thing this month - here 
are a couple of POKES from Droid of the Danish Circle. These 
give unlimited boredom - sorry, I mean lives. Load the game as 
normal, reset the computer and enter the following two 


1 TO 11; T 

1 TO 8 

P °KE L,A 
: T+a 


POKE A, 234:NEXT (RETURN) ]• 
POKE A,234:NEXT (RETURN) l • 


FOR A= 8367 TO 8372: 
FOR A= 8387 TO 8388 


X '10+90:END 

O LOAD AND R UN : 

48 32 J 44 ’ 32 ’ 2C 
1 60 f;^' 247 - 169 

'69, 18, 133 1g . 
'69,19 110 J* 4, 16 

?1 ,’: 98 ' 247, 866 

255 3o 9 ; 4 ’ U1 '31 
"6,32,213,0 56 1 

2 ’3. 255, 169, 169 1 
4 °, 76, qc 


p OR a= 4 
^EXT.SYS ft 
)ATA 169, 41 

76,0,224 


Unlimited lives for this disappointing arcade conversion are ui 

»°IS!i a il^rJL ake or L ea .r e ’ em - Just tyP* th e listing, RUh 
it and give those aliens hell. Once again thanks to Zoltan Kele 
men. 


3 FOR 1=512 

I a C = C+A'-NEXT I 

4 FOR 1=820 

il A:C=C+A:NEXTI 

i 5 pR|NT“ ERROR W 
',6 DATA 198, 157, 
,'32 189,255,32,2 

1 7 DATA 3, 96, 78, E 


825.BEAD 

3576 THEN SYS 51 2 

162 1, 168,32, 18< 
ii16 9,196,141,199 
76,207,3 


MARBLE MADNESS 
(Ariolasoft) 

I was really disappointed with the 64 conversion of Marble Mad- 
ness - the original arcade game is such a classic. If you’d like 
to play it again, but this time skip levels and save yourself a bit 

of time, just follow the instructions from Tim and Ian Fraser of 
Ruislip, Middx. 

Type LOAD (NOT SHIFT/RUNSTOP). When the READY prompt 
appears, type POKE 1011,248:POKE 1012,252:RUN to load the 
oSrtaP 0911 ? 1, When the cursor appears again, type POKE 

491 52 to s^t endm0 00 the * eVe * y ° U W ' Sh t0 St3rt 0n, anc * 


URIDIUM PLUS (Hewson) 

This follow-up to Uridium is areat aithrmnh o ii»ic 


This follow-up to Uridium is great, although a little on the 
difficult side. If you ye never seen the later levels, try out this 
f u xc e .lent unlimited lives listing to make your sight-seeing tour 
that little bit easier. All you have to do is type in and RUN this 

Jim Blackler listing. 


HADES NEBULA (Nexus) 

r~*\ » _ I m a ■ a a a - ■ . A ■ 


, o?wr: .u T ■ ™‘F nm ^racKing service has mustered up 
* 9'Y es2 “ l,ves at the start of a game - useful to say 
p h niip a oov J Q U ?U 0a x the P r °gram, reset the computer and enter 
1°^ 2279 ’ 255 - To restart, enter SYS2198. The screen is all 
mucked up at first, so press F7 to get back to the title screen, 
then press the fire button to restart properly. 

'i f you’ 1 ;® one , of those who haven’t got a reset switch, use 
Zo tan i Kelemen s easy-to-enter listing instead. Type and RUN it 
to load the program with unlimited lives. 



( 




j i 



Hat, Hat it's where it's at, it's trendier than a cat. Hat . 



. 


^S^^PP^ riatebox,es) State Size SUM 
Form in capitals please. __.pi T-shirt(s) at £4.50ea 

□ Please send me ’ g wea tshirt{s) att®.. 

□ Please send me 77&p j Qap(s) at £3.95 each 

□ Please send me 7ZAP! Binder(s) at £4.50 ea 


Postcode 

I -nrlose £ • • • • made payable to 

postal otd«sooly. I* 

■COMPLETE ZZAP1 OFFER', I 
SHROPSHIRE SY8 1DB 


LUDLOW 


B, NDErs 

hve/le , !I der h °l 

ZZAP! htldfn 0 ' 

$*<* by small 
Plastic stranJr 

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1 



GARY LIDDON'S TEC* 


T arby (for it is he): Our next guest is a very talented 
and funnyyoung man who I’m sure you’ll know very 
well. Ladies and gentlemen, please put your hands 
together to give a very warm welcome your friend 
and mine, yes it’s Gary Liddon and his funny stories 
from the technical world. Take it away Gaz! 

Gaz: Thanks Tarby, it’s nice to be in town with 
you too (winks a knowing wink). Oh dear, oh dear, 
oh dear, what a week I’ve had this week, gor 
blimey. My wife, oh dear. My wife’s so fat that she 
needs to go on a diet! (Crowd go wild with laughs) 
Oh dear, my wife, she’s so fat that ... oh dear, 
she’s soooo fat that I make fun of her! (Geriatrics 
go berserk with giggles) My wife is sooooooooo 
hugely enormously grossly and unfeasibly fat that 
she doesn’t exist at all! (the world goes mad with 
hilarity and chuckles, everyone is happy and there 
is no more war) 


Did that work? Do newly created images now dance 
wildly across your imagination? Do Liddon, Tarby and 
the Audience really exist or has the obvious now 
become painfully apparent? Has self reference shat- 
tered the rapport we may have had and forced you into 
the realisation that symbol-splattered paper is all there 
everwas. I doubt it, anything created by this text was 
created by you and isn ’t going to be destroyed by 
pointing out the trick that did it. It’s your interpretation 
of these characters that makes worlds, all the writer 
does is light a fuse. Maybeyou should be paid £2,000 
a page instead of me. 


CARRY ON 


INTERRUPTING 


Welcome again to yet another non-stop knockabout farce of fun To kick 
of here’s an -■ 


interesting letter from Billy Irving complaining that there isn’t 
enough Football on television . . . 




Biu-i ipviNGr esq, 
\23£C0TC4l BROTH A\fc, 
V\KG(GtisToW>4, 

3ocKViu£, 

NzbqdK TH, 

' Kuzomb. 

Congratulations on a brilliant column. The border trick was 
areat I have been programming in machine code for ^bout a 
vear with mixed success. One thing I find very difficult to < do is 

smooth scrollinq, especially only a part of the screen. I realise 

this involves raster interrupts which I am just beginning to g 
he hanqofso could you please tell me howto scroll a part of 
the screen while leaving the rest static. Anyway keep up the 

good workTs the best column in ZZAP! (apart from Man- 

oeuvres). Yours Hopefully 

Billy Irving, Arbroath 


t s seems pretty obvious to me from that last line, that Billy is Philippa’s 
little brother - still, on with the show. Because all of the stuff that I was 
sent to review this month was useless rubbish, I’m using this month’s col- 
umn to bring you a guide to raster interrupts on the C64. So all the people 
who know how to do raster interrupts, and all the people who’re not 
interested in machine code can go and read the Terminal Man or play 
spot the margin characters’ or something ... 



Imagine a huge steam train thun- 
dering through the American Mid- 
West at a million miles an hour. 
This train represents the Commo- 
dore 6510 executing machine 
code at a million cycles a second, 
pretty neat eh? So this train is 
going very fast when all of a sud- 
den Shirley Temple leaps out in 
front of the speeding train and 
says ‘STOP’. Sweet little Shirley, 
butter wouldn’t melt in her mouth, 
the train can’t run her down so it 
stops. Shirls belts out ‘On The 
Good Ship Lollipop’, hops off the 
tracks and the train continues in its 
mega speed journey. 

Clever writing no. Pertinent 
metaphor yes. Shirley’s role in this 
tense drama is allegorical to a 
6510 interrupt. When the interrupt 
line is pulled low (Shirley shouting 
‘STOP’) the 6510 stops its execu- 
tion and jumps off to execute a 
totally different bit of code pointed 
to by the INTERRUPT VECTORS 
(That’s where our Shirl skips onto 
the tracks and croons OTGSL, the 
song singing representing the 
separate subroutine). Having 
finished, the processor resumes 
the task it was previously execut- 
ing. 

’Well’, you may think, ‘what’s 
the point of that since it’s just like 
doing a normal subroutine with a 
JSR and an RTS? ’ It is just like that, 
but what decides when the sub- 
routine is to be executed is not a 
JSR in your code but an outside 
pulse on the 651 0’s interrupt line. 
These pulses can come from all 
number of sources, with the VIC 
chip raster register probably being 
probably the most useful 
generator. With some jiggery pok- 
ery, VIC can be convinced to inter- 
rupt when the electron gun gets to 




a certain point of the screen. Have 
a look at FIG 1 , it shows where the 
interrupts occur on the test prog- 
ram supplied. So all those games 
that have the top half of the screen 
scrolling and the bottom half of the 
screen stationary are using raster 
interrupts. After modifying the 
scroll registers at the top of the 
screen, the computer generates a 
raster interrupt when the TV’s 
electron gun is half way down the 
screen which executes a program 
which zeros the scroll registers. 
The rest of the screen is then sta- 
tionary - easy peasy! 

So here’s the nitty gritty. The 
listing supplied (FIG 2) causes two 
raster interrupts to occur across 
the screen and does a scrolling 
message to boot. This is written to 
work with the Laser Genius/ 
Machine Lightning assembler, but 
the source is quite clean so there 
shouldn’t be any problems con- 
verting to other assemblers. If you 
don’t have an assembler . . . then 
you should really have one, writing 
machine code in data statements 
is like skiing without posey 
sunglasses. 

The first few equates are con- 
stants, speed is the scrolling mes- 
sage speed in pixels per frame, 
IRQ the 651 0’s interrupt vector. 

IV1 and IV2 are the positions on the 
screen where the interrupts are to 
happen, and START is just there 
because that’s the way I always 
start my source listings. 

At BEGIN we JSR VAR to init 
scrolling messages variables. All 
VAR does is set the scrolling mes- 
sage pointer to the start of the 
message, so when the message 
starts it doesn’t scroll random 


FIG 1 


do Scroll 


SCROUjNGj 

TEXT 


68 ZZAP! 64 September 1 987 














£ 




NICAL BIT IN THE MIDDLE 


SPEED 


=1 



SiSBM 


IRQ =$EFFE 

START =S5000 
# =ST ART 


be01B j«w* 

kloof J® 5 kloop 





VAF 


„ „ TS the message poimtbr To pout At 

£ ST w pSagb. 

LDA #>MESS; 

STA MP+2 
RTS 


INT 


s £S . srs — 1 ^ 

JSR SETIRQ; HANDLER. 

LDA #$35; 

STA $01; 


FIG 2 


LDA #i; 

STA $D01A 
LDA #$FF; 
STA $D019; 
LDA #ivi; 
STA $D012; 
LDA $D0H; 

and #$?F; 

STA SD011 

LDA #0; 

STA $DC0E; 
LDA #$?F 
STA $DC0D 
LDA $DC0D 
CD I 
RTS 


get rip OF the kerhal ato basic 
suable raster irterrhpts 

clear Vic IHTERRUPT REQUEST REdSTBR 

, Easier positio. amd tog store that 

IV1 is THE SCREES PASTE 
15 $D012. 

.Tiur SYSTEM GENERATING ITS OWE 

SbIi?h°f S la"w scarrirg irterrhpts 



memory into view. INT sets up ras- 
ter interrupts to happen, and 
MLOOP JMP MLOOP just sits 
there doing diddly squat until inter- 
rupted by our little routine. Goto 
INT. You’ll see where it all happens 
and here’s how it happens instruc- 
tion by instruction. 

SEI disables interrupts so that 
when we’re messing about setting 
up the interrupts to happen, 
another interrupt doesn’t happen 
and mess everything up. God, I’m 
so sick of the word INTERRUPT 
already and I’m only half way 
through! The next two commands 
put the high and lo byte of the new 
interrupt routine into the X and Y 
registers for the routine SETIRQ 
which changes the interrupt vector 
to point at the routine held in X and 
Y. Normally there’s Rom at this 
part of memory and that points to 
the Kernal’s own interrupt vector, 
so to get rid of that the next two 
statements bank out the Kernal by 
altering location 1 . Basic is also 
banked out, so you can use $A000 
to $BFFF without any qualms. 

Now we start to talk to the VIC 
chip and tell him what the score is. 
First thing to do is to enable raster 
interrupts, and that’s done by set- 
ting bit zero of $D01 A (in other 
words just bung a one in). $D01 9 is 
the register that gets set when an 
interrupt has happened so that has 
to be cleared by bunging an $FF in 
there, yes I know bunging a zero in 
would be much more logical, but 
that’s the way it is. Okay, so now 
the computer is getting an idea 
what we want it to do so now we’d 
bettertell it when to do it. $D01 2 is 
the raster register, and the number 
stored there determines where on 


the screen the interrupt will hap- 
pen. Since there are 351 raster 
lines on the screen, one byte is not 
enough to encompass them all, so 
Bit 7 of $D01 1 is the raster register 
hi bit. Since I want the interrupts to 
happen at the top of the screen, Bit 
7 needs clearing - which is exactly 
what that AND #$7F does. 

The next few lines before the CLI 
disables BASICS interrupts, they 
normally occur every 060th of a 
second and scan the keyboard. 
Since the keyscanning is disabled 
if you need to poll any keys, then 
I’m afraid you’ll have to write your 
own keyscanner. CLI re-enables 
interrupts and RTS RTS’s. Well all 
that rubbish leaves the machine 
heavily pregnant with interrupt- 
ness, so we’d better have a look at 
the routine that’ll be executed 
when the sprog is dropped. 

It’s called II , and as with all 
Interrupt routines the first thing it 
does is save any registers it’s 
going to change for retrieval 
before it returns. If you ’re wonder- 
ing about what happens to the 
processor status byte then won- 
der no more, the 6510 automati- 
cally saves it along with the return 
address. To stop the raster inter- 
rupt happening again and again 
you have to set Bit 1 of$D019just 
so VIC knows you’ve had it (snig- 
ger snigger). As there’s two differ- 
ent interrupts to happen across 
the screen, we need to set up the 
next one which happens at IV2 . So 
bung that value in $D012 and 
change the IRQ vector with 
SETIRQ to point at routine 12. The 
next few lines handle the scrolling 
message and aren’t very interest- 
ing at all. From AS down is where 
the registers are returned to their 


’cnhfT oops a^n-i 



ii 


STA AS+1 
STX XS+1 
STY YS+1 


LDA #1; 
STA $D019; 

LDA #IV2; 
STA $D012; 

LDX #< 12; 
LDY #> 12 
JSR SETIRQ 


THE scrolling message IT hasdles 

SAVE ALL THE REGISTERS THAT I HBBD TO USE 


mFESS "STf becmse #>0 ™» 

AND MAKE SURE IT GOES TO ROUTINE 12 


SM 


LDA #0; 


™ MS SCR0LU '° “ 

IT ’ S S *LF MODIFIED. 

ELSE sSkbS * LM *°- S °“™ IT'S SOMBTHIRG 


YUP 


III I? Pi 10 YUP IF IT ' S ok ay 

5ta Si, GET RID 0F RUBBISH bits 

« SI. " ^roTkT ™ 

9T4 CHANGE XFINE VALUE INTO SOMETHING 

2 £& SISKe r 6 “» S ™ E " 

SEC 

SBC SM+1 
STA SM+1 


LDA #0; 
LDX #0; 
LDY #0; 
RTI; 


RESTORE REGISTERS 


AND RETRUN TO THE FOREGROUND PROGRAM 


tvtkfRUPT ROUTINE AND IT STOPS THE 
SM.W’St EHOM SCROLL I MG. 


12 


STA AS2+H 
STX XS2+1 
STY YS2+1 

LDA #1; 

STA $D019 

LDA #IV1; 
STA $D012 

LDX #<H; 
LDY #>n; 
JSR SETIRQ 

LDA #$C0; 
STA $D016; 

LDA #0; 
LDY #0; 
LDX #0; 
RTI; 


SHE ALL THE EBLBVAMT REGS 

SAY CHEERS TO VIC FOR THE IMTSRRWT 
AMD SET HIM HP TO GEMERATE AMOTHER AT IV1 
THAT'LL EXECUTE THE ROUT IRE II 

THIS STOPS THE BOTTOM BIT OF THE SCRBEM 
PLAYING MR WOBBLY 
RESTORE THE REGISTERS 

AND RETURN from interrupt 


TT , nY#0 . SCROLL THE LINE BY A CHAR 

SCROLL LDY #0, 


SCLP 


MP 


OK 


UU i. ^ v * 

TDA $401. Yi VITH TB ° E 1 ^ 

STA $400, Y; STRUCTURE 

I NY 

CPY #40 
BNE SCLP 

LDA SABCD; GET END THEN 

[I Isi; G^rnf p^cSrIrS^he MESSAGE 

RTS 


, BQ SETIRQ POUTS THE IRQ VECTORS TO ROUTIMB 
SETIRQ STX mLI) X AMD T. 

RTS 


MESS 


RTo 

BYTE " I AM SO BRILL AND YOU ARE ALL SWILL" 


original values and then the RTI 
instruction Returns from InTerrupt, 
back into the foreground MLOOP 
JMP MLOOP. 12 is executed at 
raster position I V2 and zeros the X 


fine register ($D016 bits 0-2) so 
that the bottom of the screen 
doesn’t wobble about. 12 points 
the next raster interrupt to happen 
at I VI and to execute II . 


Phew! A bit of a mouthful all that, but it is worth learning the ‘ ins and 
outs’ of raster splitting, because mastering these opens the doors 
to all forms of binary belly-laughs. Anyway, I hope that’s been helpful 
to you - see you next month, and watch out for Rudolph. 



ZZAP! 64 September! 987 69 




F irst heralded by Ariolasoft during the A range of 1 2 titles has been launched with 

summer of 1 986. The Sega Master Sys- the machine, coming in three formats: credit 
tern was displayed prominently at last card sized Sega Cards, the more standard 
year's PCW show. Then . . . nothing. Mega Cartridges, and the Two Mega Car- 

Rumours of 'perfect, arcade conversions’ fridges, available at 214.95. £19.95 and xon 3D and World War 3D have already been 

crossed the Atlantic, but Anolasoft seemed to £24.95 respectively. Older games, such as announced). Favourable reports have already 

have no plans to distribute the machine in the Hang-On and My Hero are available on Sega preceeded the game- enhancing goggles - 

U K. Now Mastertronic have taken over the dis- Cards. Choplifter and Fantasy Zone come on we'll be looking at them when they appear, 

tribution rights, and at long last the Sega sys- the Mega Cartridge format and the newer Five games a month are scheduled to 

tern is readily available - complete with a copy arcade conversions, like Space Harrier and appear between now and Christmas, with 

of Hang-On. and costing £99.95 Out Run . will be available as Two Mega Car- Enduro Racer and Out Run already slated for 

The console itself is lightweight, with two fridges. release. New peripherals have also been 

cartridge ports, one in the top and the other in Also available at £44.95 is the Sega Light promised, but Mastertronic are keeping 

the front. Pause and reset buttons are Phaser, a light gun which comes with details of these very close to their chest, 

mounted on the sloping front panel and two Marksman Shooting Trap Shooting Mega There's plenty of activity in the dedicated 

standard joystick ports are located in a centra! Cartridge. Further light gun compatible games console market at the moment, and the prod- 

position on the underside. The two controllers are to be released later in the year, uct quality is sure to increase as both the Sega 

supplied are similar to the Nintendo joycards, Revolutionary' 3D Glasses are to be a further and the Nintendo strugglefor a higher share of 

although the Sega control pads have tiny joys- addition to the system in October. These LCD the market. We’ll be covering new games and 

tick shafts which are screwed into the centre shuttered specs will be linked directly to the peripherals as they appear, 

of the rocker switches if required. Independent Sega console and will operate in conjunction 

start and fire buttons are mounted to the right with specially designed games (two titles. Zax- 

of the switches. 





t 

4 s mpie. but coloudui honzonta ly-scroJl ng 
Nemesis sty le snoot 'em jp E\: r a weapons 
see co : ecteca r c usecone at a : me. w ith the 
ejects c r iy lasting tempcrar . . 


70 ZZAP! 64 September 1 987 


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Commando goes oriental in the vertical 1 }, 
diagonally scroll ng shoot 'em up. The going is 
tough, but Terns dropped b) dead enemies 
car be picked up arc usee to good effect. On 
screen information is lacking, but the action is 
very involved. 




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iSTER SYSTEM 


T he fact that most computer owners use 
their machines simply as games con- 
soles would suggest that a market exists 
for a dedicated machine offering full screen 
arcade-style graphics, ‘realistic’ sound and 
the end to long loading times. However, as 
with the Nintendo console, the Sega’s 
software is a great let-down. The full-screen 
graphics are generally superb, marred only by 
the occasionally flickering sprites. The sound 
too has potential, but the lack of variation and 
often grating effects tend to repel the player 
rather than enhance the gameplay. Once again 
I’m left slightly disappointed. The hardware 
has great possibilities, but the five supplied 
games were uninspired and at worst irritating 
- stick with your Commodore until the 
software fully realises its potential. 

CIARAN BRENNAN 


A number of different factors combine to 
make this a very impressive piece of 
hardware. Hang-On is one of the best 
racing games around, and Choplifter and Fan- 
tasy Zone are simply superb. The graphics and 
sound have great potential, but I would have 
liked to hear a little more than the standard 
white noise effects used in the five games we 
tested. However, the question burning in the 
minds of most potential console buyers must 
be: ‘which one should I buy - Sega or Nin- 
tendo? ’ This is a difficult question to answer - 
it really depends on what sort of games you 
want to play! The Sega has a range of impres- 
sive and well-known arcade games while the 
Nintendo’s tend to be more obscure, with the 
emphasis on the ‘cute’ - but they are 
nevertheless addictive and challenging. The 
Nintendo has the superb Super Mario Bros 
and a huge range of Japanese titles behind it, 
whereas the Sega boasts standard joystick 
ports as well as Out Run, Space Harrier and 
Endure Racer to look forward to. The choice is 
yours - but think hard and long. 

JULIAN RIGNALL 


S ega’s long-awaited Master System is a 
very smart package. The first thing that 
strikes you are the game packs them- 
selves. Along with the fairly standard car- 
tridges are the tiny credit cards that slot in the 
front - handy if you want to take games to a 
friend’s house. I was, however, disappointed 
to find that although the machine supports 
standard joysticks, they aren’t suitable for the 
majority of games and you are left with no 
option but to use the control pads - an art that 
I find terribly difficult to master. The games 
supplied are also on the unimpressive side, 
especially Hang On which is not, as previously 
suggested, an exact copy of the arcade ver- 
sion. I also noticed a surprising amount of 
sprite flicker, something which did not expect 
from such a supposed wonder machine. Cur- 
rent software aside, it’s still possible to see the 
system’s potential. There is an untapped abil- 
ity to utilise huge amounts of colours and 
sprites, and I wait in anticipation for the 3-D 
glasses and games which may well mark a new 
era in computer gaming. 

STEVE JARRATT 


COURSE 
LEF T A 




Rip around some of the World's most famous 
race courses, using > our tt innings to buy new 
pads and increase y our chances. There 's a 1 so 
a track designer to add that extra degree of 
lastab/litx . 


JS A fk § 0*** Ik | 

iANb-UN 


The classic motorcy cle racing game tv h ch 
comes with the system. Visually it's very simi- 
lar to the arcade original, but the road -ay out is 
different and the bike has three gears 1 P ctured 
here is le\ el four - the Night C/ft . 


An evil bidC'" of punks have k o rappee vcu r 
girlfriend , arc it’s up to you to rescue ner. 
Kung-Fu Master action ensues at the way n 
this fighting arcade ad\ endure tv h some- 
how manages to remain ‘cute ’. Here, the hen 
is about to confront the gang eader Median, 
for a fmai dead 1 1 show dew n. 


World Grand ITix 




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ZZAP! 64 September 1 987 7 1 







Originally, Paul Norris and Rupert Bowater formed half of the Electric Pen- 
cil Company, producers of the acclaimed Zoids and Fourth Protocol. Last 
year however, the duo broke away to form their own company, Binary Vis- 
ion, and have just released Stiff lip and Co on the Palace label. Julian Rig- 
nail spoke to Paul Norris about the company and their plans for the future. 


Paul Norris and Rupert Bowater originally cut 
their programming teeth at Thorn EMI, 
developing games for the now extinct T exas Tl 
micro computer. Their initial efforts were far 
from successful though, as Paul explains . . . 
‘we’d both spent a year programming and 
were really proud of what we’d done - espe- 


^^The main Zoids screen, showing the missile’s 
trajectory and the view from its on-board 
camera 



daily as nobody had done anything really good 
for the Tl . U nfortunately there was a huge inter- 
company argument and the games ended up 
being shelved.’ 

Undeterred, Paul took up programming on 
the Commodore 64 and produced Ice Palace, 
which was released on the Creative Sparks 
label (reviewed in ZZAP! issue one). Paul con- 
tinues the story, ‘during that time Rupert and 
Benni Notarrinni had formed the Electric Pencil 
Company and were working on the The Fourth 
Protocol. I joined them after finishing Ice 
Palace, but had to stop programming for the 
last two months of development to complete 
my finals at University.’ 

Following the success of The Fourth Pro- 
tocol, Martech commissioned the Electric 
Pencil Company to program the officially 
licensed Zoids game. ‘We spent a long time 
trying to sort out what to put in’, says Paul. ‘The 
product was aimed at a lower age group, and 
we eventually produced a game which was at 
the end of the market - 1 think we lost out 
because of that. The other th ing about Zoids is 
that it’s such an incredibly hard game. What it 
lacked was a joint between the pick up and 
play style and lasting appeal.’ 

And did Paul think they’d got the balance 



Binary Vision’s latest release, Stifflip and Co 

right with Stifflip &Col ‘With Stifflip, we tried 
to introduce an ‘ arcadey ’ element - picking up 
and dropping objects for instance - but with- 
out the hassle of having to type things in. We 
also wanted it to be fun. It was a case of getting 
rid of all the things that Rupert and I don’t like 
about adventures, getting stuck, making maps 
and worrying about what the parser’s doing.’ 

‘We came up with the idea of a fun 1 920’s 
style game with lots of bad jokes when we were 










working on Zoids, but it was put on ice until 
we’d finished. When we did eventually find 
time, we got together with Palace and discus- 
sed the game design. It has taken about year 
to finish and has been an awful lot of work. It 

ym The Electric Pencil Company’s Fourth 
v Protocol 


takes so much longer to write an original game 
because you have to try everything out. If it 
doesn’t work, it has to be adapted, and all that 
takes so much longer. It really is twice as long 
in development as, say, a conversion.’ 

Binary Vision have certainly got a reputation 
for producing original games. What are the 
plans for the next one? ‘A shoot ’em up which 







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you can get straight into’, says Paul after some 
thought. ‘Something where thinking is just a 
part of the process of progression. It’s going to 
be set in a living universe so there should be 
plenty of opportunity for some really striking 
graphics. I hope to get something which 
creates an atmosphere, just like Bladerunner. 
It just felt that you were living there, and I think 
a game can do that. I ’ m also very interested in 
the idea of producing a two-player game. I 
don’t think there’s any point in playing alter- 
nate goes, it’s more of the interactive stuff. I 
don’t want to say too much because it’s still at 
the stage where things can change so much.’ 

Unfortunately Paul reckons there’ll be 
nothing to see for at least nine months. We’ll 
just have to wait until next summer . . . 


The innovative Zoids shield system 



1 





ELECTRIC DREAMS 

SOFTWARE 


TM & '& 1987 Atari Games Corporation. All rights reserved. 

Electric Dreams Software. Authorised User. 











The razzamatazz of the show of the year is soon be upon us once again. 
The 10th PCW Show is to be held in London - and Olympia’s National 
Hall will change, overnight, from an empty and peaceful space into a 
seething mass of sweaty bodies all fighting to get at the glittering stands. 

It’s fun, it’s noisy, it’s chaotic, it’s got the ZZAP! crew (well, three out 
of four ain’t bad!) and for the computer-loving public, it’s the place to be 
in September. 

And you can be there too, at a price of course - unless you’re one of 
50 winners of this competition, in which case you can get into this 
emporium of computer-generated happiness without having to pay a 
penny! When you get there you can trot up to the Newsfield stand 
(number 3040) and pick up your free PCW Show programme, along with 
a copy of Newsfield’s forthcoming magazine THE GAMES MACHINE - 
which is set to be launched at the show. And you can natter to everyone 
from ZZAP! who should be on the stand throughout the show - unless 
they’re on ‘important business’ that is. 

There’ll be hundreds of software and hardware companies showing off 
their wares, and this year’s show promises to be the biggest and best yet. 


" 

. ' * « * 




Anyway, back to the comp . . . 

As you all know, we have just gained a new editor, none other than that 
bastion of Irish wit, Ciaran Brennan. He’s new to the PCW show, and to 
tell the truth he just might get a bit lost on his way from the Newsfield 
stand to the . . . er . . . refreshments. The friendly art department have 
obtained a floor plan of the show and have drawn on some of the possible 
ways for the Ed to stagger across the hall and into the journalist’s 
watering hole. Only one of the trails actually reaches the pint of Guinness 
lovingly prepared for Mr B, and we would like you to tell us which path is 
the correct one that he should take. 

Jot the answer down on a postcard along with your name, address and 
telephone number (if you have one) and stick it in the post box with this 
written on the front: PCW COMP, ZZAP! TOWERS, PO BOX 10, 
LUDLOW, SHROPSHIRE, SY8 1DB. 

Entries must arrive before August 25th. Tickets will be despatched to 
the 50 winners well before the show, and they may be used on any of the 
public days which are between September 25th and 27th. 


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Ife '• 

Ultima IV. Available on disk for the 
CBM 64and Atari. £19.95. 


Exodus haVe$riaIly been vanqfBsnedft'dfh 
the lands of Britannia. Peace prevaflMhit a 
perfect mortal - an Avatar - is sought to 
conquer evil and lead the nation into a 
golden age of prosperity. 

With a party of adventurers track evil to 
the furthest reaches. Explore towns and 
dungeons, converse with hundreds of / / 
characters to glean vital information, and f 

------ >« 

copy/ies of ULTIMA 1; 


Format 


Please send 
Name 


Address 


Postcode 


Which magazine have you cut this cou pon from?— — - 

Please debit my Access/Visa Card No. | 1 [ ~ 1 | 1 | 1 1 1 1 1 1 1 1 1 

Cheques payable to MICROPROSE SOFTWARE LIMITED, I enclose £1.00 postage & packing. 


OR/G/N 


JOURNEY THROUGH THE 
LEGENDARY LAND OF 











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The Apache . Fierce and elusive, like its warrior namesake . . . Capable 
of defeating enemy tanks, infantry, and hostile aircraft on the modern 
electronic battlefield. 


See your software dealer today and become a part of the GUNSHIP 
adventure! Challenge the enemy, the sky, and YOURSELF with this 
extraordinary simulation. 




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Gunship’s revolutionary 3-D graphics enable you, the pilot, to fly into the 
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Experience the danger and excitement of attack helicopter action . . . 
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GUNSHIP for Commodore 64/128. Cassette £14.95, Disk £19.95. 


MICROPROSE SOFTWARE LIMITED. 2 MARKET PLACE, TETBURY, GLOUCESTERSHIRE GL8 8DA. TEL: (0666) 54326. TLX: 43422 MPS/UKG 









By Andrew Braybrook 


Monday 15th June 

ST had been trying to cure our data transmission problems 
last week. It’s now quite rare that we successfully download a 
file for testing, and they’re getting quite large so the chances 
of getting an error has increased . By keying in a quick analys- 
ing routine we discovered that sometimes the Opus doesn’t 
switch its data-ready signal off very cleanly, so much so that 
it causes a second trigger. This only occurs briefly, but long 
enough to fool the C64 that another byte of data is ready. 
Therefore our receiving program reads in the supposed new 
data, and when it comes to check-for-errors time it discovers 
that someone has made a boo-boo. By checking the CIA latch 
a second time after the data is accepted, and ignoring it we 
have alleviated these ‘ghost’ images. No errors have occurred 
in the ten or so downloads since. 

I’ve fixed the bug that allowed the ship to pass through 
charge orbitals in two directions, and I’m reasonably happy 
that everything is working correctly. I’ve put in an extra piece 
of information at the beginning of each phrase which shows 
the current level and what I’ll call the current * timeslice’ . This 
is an indication of real time taken playing games, which is used 
to to derive the effectiveness of your weapons against the 
enemy. A weapon built in timeslice ten will be fairly ineffec- 
tive by timeslice 20. Each timeslice will represent about two 
minutes of play. 

Tuesday 16th June 

Half day today. Got to grips with the compacted sprites and 
organised the ones that I’d drawn already. I then noticed that; 
that many of the images were symmetrical top to bottom. This 
led me to try further compaction by only keeping the top half, 
and then reflecting the required images prior to use. The 
routine turned out to be quite small, and certainly simpler 
than reflecting left to right, which I had to do in Paradroid. 
Unfortunately the decompaction system went slightly wrong 
when the ‘it was written so long ago it’s bound to work’ sprite 
header routine failed miserably! It was supposed to nip 
through the compacted sprites and note where each one starts, 
which saves me either reading through them all every time I 
want one header, or holding all the headers in a table all the 
time. However, it managed to miscount so it got out of step 
with the actual images, so by the time the individual sprite 
decompacter got there it was picking up the wrong data com- 
pletely. 

Wednesday 17th June 

I’ve never written one before but it suddenly dawned on me 
that an automatic sprite animation system would be a good 
idea. A lot of space has been wasted in previous programs by 
objects each having their own bit of animation code, like 
‘every fourth cycle add one to the sprite frame and if it’srbigger 
than ‘X’ then subtract seven from it.’ This can be done on a 
similar basis to the automatic sprite colour system, which 
relies on any one sprite being used for one purpose only. This 
may require some duplicate sprites, but since they’re all com- 
pacted I don’t mind. 

I had a discussion at the CBM show on Sunday about the 
merits or otherwise of high-ish level languages - mainly C. 
Personally I think it’s a pig of a language, as it is totally wrap- 
ped up in its own syntax structures. It has two ways of specify- 
ing equals, either 1 = ’ or ‘ = = ’ depending on whether it’s in 
the equivalent of a BASIC LET or IF. Every other language 
I’ve come across manages with only one symbol, they know 
which one you’re talking about by the context of the fine. C 
also makes you put curly brackets round multiple statements 
within an IF-ELSE structure, something which COBOL 
achieves by use of nothing more than a carefully placed full 
stop. 


Thursday 18th June 

The sprite animation system is playing up. Objects disappear, 
flash on and off and go through the wrong sequences - any- 
thing to get out of working properly. I checked the object 
handlers and the animation routine, found a few errors but all 
to no avail. It took until 4:30 to find the cock-up. It was the 
animation instructions that were wrong. Apparently eight 
plus three is not 83 at all! This causes sprite sequences to jump 
about wildly, sometimes picking ‘suicide frames’, causing 
objects to automatically delete themselves on the final frame 
of explosions etc . I thought it would be tidier if objects cleared 
themselves away. 

Friday 19th June 

Spent much of the day on the sprite editor. I want a design for 
the charge supervisors, which will travel around looking for 
trouble - that is, as soon as an orbital is attacked they will head 
towards it. However all I managed to design were a few more 
roamers. 

I haven’t had any transmission problems at all this week so 
it looks as if we have correctly diagnosed the fault as being 
cheap and untidy electronics at the PC end. 

Got a rough draft of the artwork from Hewson’s today. 
They’ve been looking at my Amiga artwork, so their artwork 
is quite closely related to what I’m intending for the game. I’m 
reasonably impressed by the layout, but they didn’t use my 
logo, just some old Paradroid-style lettering. They said my 
logo looked like a row of coffins in space. 

Monday 22nd June 

T idied up a number of loose ends and fixed all known bugs . I 
had to make the Universe slightly bigger as some particles 
were intent on leaving it. I also reduced the size of the fastest 
polar speeds, the fastest bullets were just flashes across the 
screen, not very practical for collision detection. 

Went on a programmer’s fitness course at the 
weekend, which involved transferring graphics from the C64 
(downstairs) to the Amiga (upstairs) for enlargement and 
enhancement. This involved memorising graphics on the 
C64, racing upstairs, and redrawing them on the Amiga - 1 
bet it’s still faster than RS-232 . the net result is that I’ve drawn 
the 16 system units in 32 glorious colours at double the size 
for inclusion in an accompanying booklet. 


Tuesday 23rd June 

Toyed with the smart bomb weapon to get it to work. It’ll be 
a medium-term weapon rather than a once-off blast. It’ll start 
off at maximum strength and decay to zero after firing, so it’ll 
affect meanies arriving on the screen. Also it won’t necessarily 
kill meanies outright, especially if the weapon is getting old. 

Also put in the collision detection for my own bullets. Hav- 
ing a maximum of eight, and there being eight bits in a byte 
makes things quite simple. The bullets are small but are mov- 
ing quite fast, up to eight pixels per move, so character accu- 
racy is all that is required. Each meanie will check the charac- 
ter position under its centre for the presence of a bullet. I’m 
not using sprite to sprite hardware collision detection for a 
number of reasons, mainly that it isn’t all that helpful in mul- 
tiple collisions knowing that sprites one, two, six and seven 
have collided somewhere. Which one has collided with which, 
or have they all met in the middle? Many collisions are irrelev- 
ant and needn’t be checked. 

I also worked out all the data for the weapons development 
table, all 57 weapons. Each has its own firing type, bullet fired, 
reload time, construction time, graphic number, and cost to 
build. Any volunteers to check that they’re all present and 
correct? 

Wednesday 24th June 

Been doing some random spot checks on the weapons. I’d 
managed to ruin the sequential fire system. It fired one bullet, 
waited for ages and then released the next seven in quick suc- 
cession. Apparently it had waited for the gun to reload before 
firing the remaining bullets. 

I’ve started putting in all the bits that nick the energy, 
including collisions with orbitals, and firing the guns. Yes, 
the guns take energy to fire, life’s like that. They don’t take 
very much though, without any energy replenishing systems 
the ship is still good for some 1500 bullets. This will become 
virtually unlimited once a solar cell or other device has been 
installed. 

I’ve also improved the smart bomb system. It kept firing by 
accident as I left the unit, which isn’t damaging with normal 
guns, but the smart bomb can drain up to a fifth of the total 
energy so something must be done. It requires a delay before 

► The 16 systems which can be incorporated into the ship 


ZZAP! 64 September 1 987 79 






( 




i 





► The Morpheus logo as It appears in the game 

it fires, so I decided to use this delay properly, not just a delay 
for delay’s sake. It counts a timer upwards and will fire when 
it reaches the bomb’s preset value. However, as it counts up, 
it checks itself against the current energy level. On firing it 
will use up the amount of energy equal to the timer, so if there 
is insufficient energy available during build-up it will abort 
firing. The later smart bombs will build up quicker and thus 
use less energy - they’ll reload quicker too. I’ll use sonics to 
show this build-up and it’ll be possible to abort firing at any 
time. 

Thursday 25th June 

Some of the charge orbitals were appearing a bit late on the 
screen. It seems that updating one every 32 cycles wasn’t quite 
enough so I’ve doubled them up so that two are updated every 
16 cycles. This seems to be running everything more 
smoothly, except that now they’re all decaying twice as fast. 
This means that I have less time to find them. This won’t be 
the case in the finished game as the charge rejuvenator will be 
visiting all the orbitals in turn, but he’s not coded up yet. It’s 
quite difficult to find the orbitals at the moment, so I rigged 
up one of the systems to glow when there’s one nearby. This 
should be useful on later levels. 

I’ve enhanced the shield’s generators so they show their 
current status with colour, and you can also buy another sys- 
tem which shows the current status of the whole ship’s 
shields. I have three remaining systems that don’t have a cur- 
rent purpose. 

For the first time I can now score points to earn money to 
buy weapons and systems. I’ve currently got a cheat version 
that gives me buckets of money anyway and allows me to build 
any of the weapons instantly. The systems don’t decay with 
time, as it’s really the meanie’s growing immunity to the 
weapons which causes the weapons to fail, but the systems can 
be blown up if the shields collapse. 

Friday 26th June 

Put in a new system device - a direction to nucleus indicator. 
This should help navigation tremendously. Begin an eight- 
directional indicator, I thought I’d borrow a calculation 
routine from Paradroid that decides which laser bolt frames 
to use. One problem though -ST and I realised that it didn’t 
work . . . well not quite anyway. We also realised that it only 
has to calculate four directions, it has no need to differentiate 
between up and down as the bolts are reversible. We therefore 
decided to work it all out from first principles. 

At first our marvellous indicator was incapable of showing 
diagonals. We had used the line equations the wrong way 
round when working out whether a point is above or below 
2X = Y and 2Y = X. The direction finder could turn out to 
be useful, so I’ve made it a separate routine from the indicator 
so that I can use it later for other functions. 

For better between-game continuity I think I’ll rig it such 
that upon demise the player’s funds remain for the next game. 
This will allow a quicker building up of a new ship. 

Monday 29th June 

Put in some close manoeuvring to stop the ship if it’s moving 
very slowly. This helps with close positioning of the ship and 
also lessens the times when stars are moving very slowly. It 
took me a while to suss out that this was not working in the 
engines section, as it has a quite get-out clause normally to 
check for dematerialisation. 

I put in a top limit for the amount of money that can be car- 
ried forward to the next game. I can just see some idiots play- 

80 ZZAP! 64 September 1 987 


ing level one and then quitting for half the night to build up a 
mega-fortune for one game. Tough luck, cheats! 

Over the weekend I spotted a double star flitting between 
two places on the screen at high speed. I’ve been running the 
game for a while hoping to reproduce this error so that I can 
investigate, but will it happen again? No chance! 

Actually got recognised in Tesco’s, so to ensure that I don’t 
get run over by a shopping trolley next time, hi to Rob and 
John! 

Tuesday 30th June 

Put down on paper all the ideas for meanie movement and 
initiation. This is the last big push to get the game in a playable 
state, the rest will just be tuning up and adding some frills. 
Most meanies will be generated as a result of altering the 
change of an orbital. I shall start them off on preset launch 
patterns and then switch them over to manual control where 
I hope they will behave with a bit of character. I want a more 
varied spread of speeds through the levels, and meanies will 
be able to generate bullets or other meanies. 

Bought Slapfight last Saturday. Great game in the arcades 
so I had high hopes of a good game. It’s beeen converted very 
well, good playability and visuals, well done, but what about 
all the program refinements? No pause mode, no quit game, 
and to cap it all it uses sprites in the top border for the score. 
Well I can’t see the score on my TV set, it’s off the top. Black 
mark for that one, why is it up so high? 

► The remote droid and landing pad 


Wednesday 1st July 

First day of overtime, I was scheduled to complete Morpheus 
yesterday, but I’ve missed a number of days work for one 
reason or another and I really want this game to be something 
special - so it’ll come out when it’s ready. This is an artistic 
expression, not something off a production fine. 

Started coding the meanie initiator and control routines. I 
didn’t feel like coding a lot of routines up again slightly 
differently, so I decided to adapt the ones that already run the 
bullets and the remote. This saves code and simplifies things 
(famous last words). 

Sure enough I ended up with no bullets and an invisible 
remote. Haven’t the faintest idea why. The objects are getting 
initiated in the correct places, they just die immediately. Last 
time anything did that it was the animator’s fault, but not this 
time. 


Thursday 2nd July 

Found the no-bullets bug last night by staring at the listing. 
Apparently someone had put two instructions in the wrong 
order. Wait until I find out who that was. The disappearing 
remote took a while longer, but was another typing error. I’d 
taken the Y co-ordinate of the remote’s position, added the Y 
movement and then stuffed the result in the X co-ordinate by 
mistake. When you’re convinced that a piece of code is work- 
ing you just read what you want to see, not what’s actually 
there. 

Continued to write the bullet and meanie initiator and 
handlers. Since meanies can fire other meanies instead of bul- 
lets, I can have a whole sequence of meanies. They have differ- 
ent conditions for generating others, randomly, only when 
wounded, or only when killed. Generally meanies will only 
take one shot to kill, but outdated weapons will be less effec- 
tive. Injured meanies will have different flight patterns, usu- 
ally wild retreat, but slightly scratched ones may well get vic- 
ious. The smart bomb should have an interesting effect on 
them, especially an outdated one. 

Was interested to read in this month’s ZZAP! that multi- 
loads are okay if they load the next level while you’re playing 
the current one, even if it’s deliberately lengthened to give die 
loader time! This type of loader is loading data by getting the 
cassette to cause interrupts rather like Novaload does. This 
leaves about 50% of the CPU power to the main game and no 
interrupt capabilities. You could get more CPU steam up by 
slowing down the loader, and you could try to split the screen 
using NMIs, but I suspect that screen splitting would be 
impractical as it is heavily tied into the progress of the raster, 
which stops for no man. So this type of loader is fine for games 
with no raster splitting and little CPU usage, but don’t expect 
that sort of thing in Uridium Plus 2 and Alleykat’s Revenge 
which would use all available CPU wellie most of the time. 
This said, there are moments in games where very little is hap- 
pening, for example when ‘Player Ready’ messages appear, 
so short bursts of I/O are possible. Searching tapes is not really 
practical though, and waiting for CBM disk I/O is like watch- 
ing paint dry. I think the short-term answer is better data com- 
paction. I could have loaded each Uridium dreadnought from 
disk into its 9K buffer, each is 5 12 characters wide by 17 deep, 
but by compacting this data I could specify each one in about 
600 bytes. Thus I could fit 16 layouts into about 12K with 
overheads. If that were all decompacted at once it would take 
144K, more than two C64s full! 

Many multi-load games don’t bother to compact data like 
background pictures, because they have already accepted that 
disk I/O is inevitable, so what’s another ten seconds of load 
time, if they don’t have to spend any time working out how to 
get the best use from data. If they thought about it more they 
could cut multi-load I/O times down by 75%, but the per- 
ceived value of a game that loads from disk is much higher 
because you think you’re getting more for your money. 


Friday 3rd July 

Finished off the meanie and bullet handlers today, now all I've 
got to do is get them to work. I want the bullets to hit the 
shields and explode if the shields can take the hit, otherwise 
the bullets will skid across the surface of the ship doing more 
damage. I also want the meanies to bounce off the ship in a 
realistic manner, or get squashed against it if they can’t get 
out of the way, such is the power of a large ship. 

Realistic bouncing is always a problem, because although 
it’s fairly easy to detect when the ship has been hit, it is not so 
easy to decide what direction to bounce off at. I got round this 
by defining a perpendicular direction from the face of each 
ship character. Any meanie approaching a block can be 
reflected across this perpendicular axis and pushed away. I 
also enhanced this by adding that if a meanie approaches from 
an unusual angle it will be allowed free passage. 









Fired up the game after a multitude of assembly errors had 
been fixed. All was going well until I fired at a charge orbital 
which is supposed to release from one to eight meanies or bul- 
lets. This however did not happen. What did happen is that 
the game totally froze. Now I’ll have to take out the routines 
one by one to find out which one caused it. This is always a 
problem when you add lots of inter-dependent routines at 
once. The code seems intact, it restarts okay after reset with- 
out reloading any files. There may well be an infinite loop 
coded in there. 

Monday 6th July 

There I was, checking all the routines for possible reasons why 
the machine locks up, and I came across a JSR $0000, a call 
to a routine at the 65 10 data direction register? I think this 
could be the cause. The jolly old linker has left a gap in the 
code because it didn’t know what the real address was sup- 
posed to be. It didn’t bother to tell me that it didn’t know 
because ever since day one it has whinged about not being 
given a transfer address . I don’t even know what one of them 
is. I’d gladly let it have one but I don’t know how to tell it 
either. The manual doesn’t mention transfer addresses. I got 
so fed up with it telling me to give a transfer address that I told 
it to keep messages like that to itself, so it kept two unresolved 
labels to itself too. This is altogether more serious, it works 
without a transfer address, but it sure as Hell won’t work with 
unresolved labels in it. 

Tuesday 7th July 

Debugged most of the meanie routines, and now I’ve got 
enough data in the game to generate several different types in 
a number of different ways. They are firing flak at me which 
can blow up onboard systems and damage the ship. Their 
manual movement patterns are switching in, but aren’t yet 
positive enough to force them to move in any particular way , 
it’s just a question of line adjustment. 

The main problem that we’ve come across is that the game 
consists of moments of high activity followed by longer 
periods of travelling to another orbital . Finding the orbital is 
a bit haphazard. There are a number of systems to aid naviga- 
tion, but I don’t want to make them all available at the begin- 
ning. I’ve come to the conclusion that I need a medium range 
radar display. 

Wednesday 8th July 

I didn’t want to put a radar screen in, but if the game requires 
one then it shall have it. Now, where shall I put it? I can’t 
incorporate it into the main ship design, it’s too big. I refuse 
to make it a sprite or two and bung it in the top border. I’ll 
hang it below the game logo. I drew some scales round the 
edge to make a border for it but it looked rather sketchy. The 
actual coding didn’t take very long but on firing up it didn’t 
work. Not a radar plot in sight. Upon moving about I could 
occasionally get a dot to momentarily appear and that was all. 

I studied the code for ages and there was no way at all that it 
could possibly fail, but it did. 


■WSWSKS 


By 6. 30 1 was getting very cross indeed, the C 1 28 nearly got 
thrown out of the window. It then suddenly dawned on me 
what I had done. Since I am plotting two orbitals every cycle 
it takes 16 cycles to prepare all their positions. I then spent 
the next 16 cycles copying one row of the radar to the screen, 
so this also takes 16 cycles to complete. This copying process 
is spread over some time to avoid doing time-consuming oper- 
ations all at once - it also carries out the function of clearing 


► My interpretation of the logo - now I ask you, does that look like a row of coffins? 


out the old radar images once they have been copied to the 
screen. All this was jammed into the one routine, the first 16 
cycles prepare the radar, the next 16 copy it to the screen. Now 
the problem is that this routine is called twice each cycle, so 
it copies the radar across, clears the old image, copies the now 
cleared image across again and finally clears it again . The set- 
up needs to be done twice, but the copying and clearing must 
only be done once. How could I be so stupid? Don’t answer 
that. 

Thursday 9th July 

Changed the radar surround to a more solid border and built 
it up into more of a crest to fill it out. ST suggested that it be 
a different colour from space to distinguish it from the back- 
ground so we eventually decided on blue. It looks quite neat 
now and serves its purpose very well. 

Paul Hughes dropped by to discuss some new anti-cartridge 
techniques and loader. He left his Koalapad with me as I 
intend to use a bit-map picture as a loading screen, hopefully 
for the disk and tape version. I’ve done a mock-up on the 
Amiga-beast and it all looks feasible, trouble is I don’t know 
how to use the Koalapad. I’ve tried turning it upside down 
and rolling it about on the table but I don’t have big enough 
area. 


Friday 10th July 

Spent much of the day thinking about how to run the charge 
rejuvenators, the ships that periodically ferry charge from the 
central nucleus to the orbitals to counteract their decay. This 
involves getting the craft to the orbital (easy), carefully driv- 
ing round it (not so easy) and finally docking with it from 
above (difficult). As the orbitals are positioned in a circle or 
other pattern around the nucleus then some are easy to 
approach from above, others are much harder and require 
more complex guidance. 

I’ve changed my mind about the charge supervisors, apart 
from deciding that I only need one at a time. I’ll make it appear 
in the distance and slowly approach to use the 3D depth effect 
a bit more. It’ll appear after a while around any attacked orbi- 
tal. 

Monday 13th July 

Put in some enhancements that I’d thought of over the last 
couple of days. I had to reduce the number of active meanies 
to six as they are eating up the CPU time. This isn’t too much 
of a problem as I’ve also thought of a way of keeping them on 
screen without them crashing into the ship, they now run cir- 
cles round it like Nigel Mansell on Silverstone. 

I put in the code to run the rejuvenator, and after teaching 
them a bit of basic navigation they can now find their way from 
the nucleus to any of the orbital. They have to move quite 
slowly as they arrive, so that they can find their target accu- 
rately. Then I reveal my coup-de-grace, the 16 frame anima- 
tion sequence tp drop their charge and replenish the orbital. 

I’ll have to write the game instructions out soon, I’ve 
already done the page numbers, now all I have to do is fill in 
the rest. 


ZZAP! 64 September 1987 81 







By Mel Croucher 


A haha, ha, ahem, ooh, ah, ha, ssnft, that’s 
better. Somehow, the little black box that 
has been sending out waves of laughter (not 
to mention ripples of mirth and trickles of 
bladder contents), has ceased to have effect. And I 
bet you can’t guess who is responsible. No? Well, go 
take a look in the mirror. You are responsible. That’s 
right. You, the readership of this ancient Kashdis- 
pensarian magazine. And how is this possible? I will 
tell you. It seems that long, long ago, when Kashdis- 
pensa was called Earth, and you all worshi 


tril, idly rolling it up and down her perfect leg, pluck- 
ing at its stupid little ring-pull with a perfect forefin- 
ger, and . . . ye gods! A shower of golden raindrop- 
lets whooshes out, jetting and foaming into the pres- 
surised dung-gas reactor. The intergalactic circus tent 
lurches violently, spinning on its own axis. What an 
incredible discovery; fizzy lager propulsion! Now I 
know how Thomas Edison must have felt when he 
picked up his first light bulb, put it to his ear, and said 
‘Mary had a little Iamb.’ 

Hello folks! It is a wee while later, and several cans 
lighter. Tamara is drunk, but that’s fine by me. I 
would prefer to have her in a compliant mood when 
I transmogrify into homo sapiens moustachioque 
toga rumpopumpo. Our craft needs one can of lager 
every ten minutes to keep on steaming - as a matter 
of fact, so does Tamara! We have just docked in the 
bay of the USS Otis Redding in order to pick up some 


auxiliary power, and I have joined in the party spirit 
by disguising myself as a bubble of spit on Tamara’s 
perfect chin. She is playful as a puppy, and giggles her 
request to beam aboard, which is grumpily granted 
by a paunchy old retired admiral, name of 
James T Kirk. 


‘James! Kirk fixes us with a blind, violet 
veined eyeball, puckers his toothless 
mouth, and snarls . . . 9 


pensa was called Earth, and you all worshipped the 
iron (and so-are-you-ron) goddess Maggot Hatcher, 
some bright spark published a Readers’ Question- 
naire in order to discover which was the most 
unpopular item infesting this very publication. And 
can you imagine who came out with egg on her face, 
chips on her shoulder, ham in her dialogue and saus- 
age up her tutu? Correct. Hole in one. ‘Tamara 
Knight’ has generated massive amounts of what that 
well-known typographical error for a breakfast cereal 
Ciaran Brennan called Negative Feedback. Fortu- 
nately for Tamara and my electronic self, this Nega- 
tive Feedback has seared through the space-time con- 
tinuum like a razor blade hidden in a bar of soap, and 
counteracted the good vibrations of the black box. 

As all socio-physicists know, once Negative Feed- 
back is let loose, nothing can stop it. Indeed, my 
historical records prove that it was Negative Feed- 
back which caused the collapse of your entire civilisa- 
tion. After laughter was abolished and all of your 
clowns, poets, hucksters, buskers and other subver- 
sives were killed, all colour was stolen. And after 
colour, they stole the light. And after light, they stole 
your souls. And all that was left in your world was 
greed, oppression and Country ’n’ Western music. 
And the meek did not inherit the earth, instead they 
were forced to eat the dirt. Yes sir. Personally, I 
blame God for re-releasing The Creation on Com- 
pact Disc, and privatising Forgiveness. 

But that is then and this is now, so let’s get on with 
it. Tamara Knight, the only perfect human being ever 
to emerge from a test tube, is lying prone, her breath 
coming in short hot pants. I, on the other hand, am 
lying through my teeth. Every other living creature 
in this space-travelling circus tent seems to be dead. 
Exploded offal is trickling from the tightrope and 
trapeze, coagulated gore steaming underfoot, all cre- 
atures great and small having laughed themselves to 
pie filler. We are still fixed by the baleful stare of the 
Red Nosed Clone, but as he has laughed his head off, 
I don’t expect any more trouble from him. No, I 
expect all of our troubles to focus on the fact that we 
have lost our power source of animal manure and are 
drifting aimlessly through a sector of the galaxy inha- 
bited by nothing but . . . nothing! 

‘What shall we do, Louse?’ gasps Tamara, catch- 
ing her perfect breaths, letting them go and catching 
them again. ‘How are we going to get to wish upon 
Astar, so you cam be transformed into an all-male 
human being with a smallish moustache and some 
leisureware - thereby allowing us to live happily ever 
after?’ The solution escapes me, but after mopping it 
up I decide that we must make a methodical search 
of the Big Top, and try to find an alternative source 
of propulsion. By my calculation, if we rely on Tam- 
ara producing enough fuel to propel the dung-gas 
rockets, it will take a little over 69,000 years to reach 
Astar, and although my heroine is young for her age, 
she may look a little saggy at the edges by the time we 
make planetfall. So, let’s get searching before the 
sagging direction of her perfect female attributes 
read half-past-six as the crows feet fly. 

6 All we have come up with is a whip, a set 
of bondage manacles and a crate of 
iager . . . 9 

I am sorry to report to you that after an extensive 
rummage through the sawdust of the ring, the straw 
of cages and the shag pile carpet of the hospitality 
suite, all we have, come up with is a whip, set of 
bondage manacles and a crate of lager. This is no 
good at all. I mean we can’t even have a party with it 
until I am transformed into a human being. Tamara 
is slumped miserably in a heap, and the heap is 
slumped miserably in a corner. She is toying with a 
can of lager, casually sniffing it with one perfect nos- 

82 ZZAP! 64 September 1 987 




‘Permission to come aboard Sir’, she trills merrily. 
‘Chekov!’ the old man responds. ‘Well, there’s no 
need to be like that, I only came to ask if I could 
borrow a set of jump leads and an extension cable to 
get me to Astar. Shall we say about 42 million miles 
long. Please. Sir?’ James T Kirk fixes us with a blind, 
violet- veined eyeball, puckers his toothless mouth, 
and snarls, ‘Sulu! Uhura!’ ‘Oh dear’, says Tamara, 
backing away, ‘I think he’s going to be sick. ’ The old 
man is getting very agitated and I reckon Tamara’s 
diagnosis is quite right, he is about to throw up. 
‘Uhura! Uhura!’ he sputters. What a disgusting, 
pathetic wreck he is, I think I will instruct Tamara to 
cheer him up a bit. Use the black box, my little tipsy 
angel. Give him one decent laugh before we murder 
him, hi-jack his spacecraft, dodge the copyright liti- 
gation and finish the series. And let us pray that the 
Negative Feedback from the readers will save us 
again. 


Hahahahi there! Wehehe’ve done it! Thanks folks! 
We have Warp Factor Three, Max Factor too, and 
Channel Number Four. Bingo! En route for our 
return to the fabled wishing planet of Astar. What a 
fun time we’ve been having, the love of my life and 
me, We’ve been scraping Captain Kirk off the control 
room walls, and ladling him into little glass jars 
marked ‘Preserved Fruit’. And we’ve been playing 
hide and seek around Tamara’s body, with me dis- 
guised as a freckle. And now we are lazily scanning 
the USS Otis Redding’s film archive, to try and find 
me a suitable moustache for the Great Moment. I 
rather fancy one like my old pal Adolf Hitler used to 
wear. Did I ever tell you about me and Hitler? No? 
Well, we’ve got a little while before we land, so I’ll 
fill you in. I it was in parallel universe Number Nine, 
as I recall. 

I first met Kiss-curl Hitler when he was lead singer 
with the Bleeding Nazis, playing in the cellar of the 
Rat-Kellar, planet Finchley. That must have been 
about 1933: just after half seven, modern time. We 
had a few beers, and I told him I was working for Red 
Wedge, but the pay was lousy. I also mentioned the 


fact that I knew Jimi Hendrix a few episodes ago, but 
he wasn’t impressed. Those Nazis were really some- 
thing! Great rhythm, excellent visuals, very loud, and 
with a really well-organised fan club. Hitler had just 
invented this new robotic dance called the Gooses- 
tep. It was all the rage. He was into drugs of course. 
They all were. And by the time he got the residency 
on Little and Large he had become a bit unpredicta- 
ble. You know the sort of thing; frothing at the 
mouth, harranguing the audience, biting the heads of 
pickled beetroot on stage. 


Hitler was ambitious, he wanted a big 

band/ 


There was Fats Goering on bass, ‘Emperor’ 
Hirohito and Benny ‘Duke’ Mussolini on keyboards, 
with Keith Moon on drums. But Hitler was ambiti- 
ous. He wanted a Big Band. ‘Louse’, he would say, 
‘Today Leicester Polytechnic Student’s Union, 
Tomorrow Ze Vorld!’ Well, he bought up an amazing 
amount of second-hand hardware to take on tour, 
from Emerson, Lake and Panzer, and set about the 
famous 1979-95 World Tour. He went down a bomb 
in Coventry as I recall, and they still talk about the 
Nagasaki Open Air Free Festival, when Hitler first 
brought his Japanese girlfriend Little Eva Braun in, 
for a duet on her Number One hit, ‘Do The Concen- 
tration.’ 

But then punk came along, and Hitler made his 
first big mistake. He did a cover version of ‘ Lilli Mar- 
lene’ with Pearl Harbour and the B-52s, and switched 
labels from Stiff Arm to Nu Wave. I knew he was 
going off his trolley by then. He was snorting herring, 
and I expect you already know the story where he and 
Little Eva got wrecked at The Bunker and poured 
petrol over themselves during the last verse of ‘Heil 
Joe.’ The band broke up because of musical differ- 
ences, and Hitler gradually drifted into obscurity. I 
heard he was offered a bit of work by Paul Simon on 
the Gracesudetenland Tour, but he turned it down. 
He was a bit old-fashioned, I suppose, but he 
objected to mixing rock music and politics. The last I 
heard, Adolf Kiss-curl Hitler was playing piano in a 
little singles bar on the planet Ludlow, but I couldn’t 
swear to the truth of that. What I do know is that he 
had the most attractive smallish moustache I have 
ever longed for. 

So there we are then. That’s it. The end of my 
story. Well, to be perfectly honest with you, the end 
of my contract. This is a democratic publication after 
all, and I have been terminated by your very own 
popular request. Your Negative Feedback that saved 
us at the beginning and near the middle of this 
episode has turned out be all-consuming. You always 
knew that we would wish upon Astar, didn’t you, and 
that I would be transformed from a miniature neut- 
ron bomb into an all-male human being, with a smal- 
lish moustache and some leisureware. Well, I was. 
I’ve travelled a great deal since the last paragraph, 
met some interesting life forms, paid my way when I 


could, cheated and lied when I couldn’t. All in all I 
haven’t been a great success. But there again, I 
haven’t been a great failure either. There are a few 
things I never realised about humanity though. Like 
the fact that you can go bald while still suffering from 
adolescent zits and dandruff and that I find it increas- 
ingly difficult to find work these days, but I expect 
something will turn up. 

What’s that you say? Tamara? Oh, I had almost 
forgotten about her. She died from cancer a while 
back, but what the hell, she was just some girl I used 
to know. The hell with her. What did you expect, a 
happy ending? You just keep on playing with your 
electronic games and filling m questionnaires while 
you can. Because real life, mv friends, is an utter 
bitch. 


ZZAP! 64 September 1 987 







A TOUCH OF 


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fte^ULtS 


MINIATURE MINIONS 


Up for grabs in the Melbourne 
House Shadows of Mordor com- 
petition was a boxed set of hand- 
painted Citadel miniatures and a 
copy of the sequel to the 
acclaimed adventure, Lord of the 
Rings. Judging the many entries 
that came flooding in was particu- 
larly difficult, but the first prize 
eventually went to Scott Cornish 
from Bristol. Fifty of the closest 
runners up each receive a copy of 
the game, and they are . . . 


Chris Nelson, Scotland, PA2 
8QS; Andrew Bull, Sussex RH11 
8UQ; Aidan Donnelly, Dublin, 
Eire; David Errington, Tyne & 
Wear, NE28 6PG; Mr N. J Webley, 
Glostershire, GL51 8AX; Steven 
Miller, Lancs, OL6 8BX; William 
Chetwynd, Warwickshire, CV10 
ODR; Paul Bosett, Peterbough, 
PE2 8QE; Lee Price, Warwick- 
shire, CV11 6UQ; John Haigh, 
South Yorkshire, S71 1XA; Gor- 
den Smith, Scotland, ML3 7XX; 


THE ARTWORK 
HAS LANDED 


The ubiquitous wordsearch was 
once again brought into operation 
for the Hewson Eagles competi- 
tion. The first prize was a stunning 
piece of original artwork from the 
game’s advertisement - and the 
first prize-worthy monogram out 
of the trilby was that of Birming- 
ham’s J Warded. The following 30 
runners up each receive a copy of 
the game and an Eagles 
poster . . . 


L D’Arcy, Surrey, KTS 95D; Paul 
Picknell, East Sussex, TN39 
5HN; Desmond Neale, West 
Midlands, WS1 2HR; Robert 
Stock, South Glamorgan, CF6 
4NY; James Dufy, Coventry, CV3 
6HS; A C Porrit, Cleveland, TS26 
9QN; Anil Menon, Middlesex, 
TW14 OAL; Omar Khan, Essex, 
IG1 1ET; Mark Mulford, Essex, 
C012 3TR; Philip Wynn, Lancs, 


WN8 9BD; Tony David, Kent, 
ME10 3AD; Adam J F Kells, 
Birmingham, B32 1QT; Paul 
Hotchkiss, Shropshire, TF3 2JP; 
Boroere Kerkelaan 31, Nether- 
lands, 1851-HG; Miss J Murdy, 
London, N16 5DS; Chris Varvel, 
Norfolk, NR7 8JX; Paul Bayford, 
Norfolk, NR4 6TB; T J Hoggarth, 
Warwick, CV35 9EW; Allan 
Dean, Scotland, IV30 3ET; Guy 
Lambert, Warks, CV1 1 6FP; 
Mohinder Kang, West Midlands, 
B70 6QP; Nicholas Twinn, Co 
Durham, DH2 3ET; Eric Morton, 
London, SE25 5PL; Matthew 
Brimelow, Cheshire, SKI 6 5LL; 
Ben Pearne, South Wales, CF31 
1QA; Jonathan Dyson, Leices- 
ter, LE2 3 D; Bradley Ashton, 
Essex, RM3 OSU; Garry Barrett, 
Staffs, DEI 3 OXU; Paul Slee, 
Barnstaple, EX31 7HP; Lawr- 
ence Bowyer, Berkshire, RG7 
3NN. 


BECOME AN OINK! 


SUPERSTAR 


Your chance for superstardom 
(plus a trough-full of OINK! 
goodies) came in Issue 27 where 
you had to spot the differences 
between two Pete’s Pimple pic- 
tures. The lucky winner gets a trip 
to the OINK! offices, and will fea- 
ture in an OINK! photo story. He 
also wins a T-Shirt, a mug and a 
copy of the game ... his name? 
Mark Fletcher of Glasgow. 
Twenty lucky runners up will each 
receive a copy of the OINK! game 
and an OINK! mug for their 
troubles. They are . . . 


Michael Young, Essex, RM8 
2YJ; Damian Spendlow, Derby- 
shire, S40 3DF; Keith Bevens, 
Cheshire, M33 2AP; Adrian Mad- 
docks, Derby, DE2 7AG; Gavin 
Kagan, West Midlands, B95 6 AX; 


Paul Malcolm, Co Durham DH3 
2HA; David MacLauchlan, 
Somerset, BA22 9LF; Paul Had- 
rill, Buckinghamshire, MK65DY; 
Kelly Richardson, Northants, 
NN10 9UE; Mr T R Broadhurst, 
Cheshire, WA3 6PT; Mark 
Taylor, Gwent, NP6 6ED; 
Andrew Buchanan, Renfrew- 
shire, PA14 5JR; Raymond Vic- 
ary, Cornwall, TR13 8UG; 
Mathew Brimelow, Cheshire, 
SKI 6 5LL; Richard Middlemiss, 
Sheffield, SI 8 6UQ; Gary Par- 
tridge, Walsall, WS2 8TU; 
Nicholas Edgecombe, Cornwall, 
TR4 9DR; David Murphy, Buck- 
inghamshire, MK6 2DF; Andrew 
Sobryan, Middlesex, TW7 5HX; 
702 CPL G S Sporne, Northern 
Ireland, BFPO 807. 


CHART VOTING ZZAP! T-Shirt): Richard 

WINNER (£40 worth ot software p 


Mr I Howarth, Cornwall, TR15 
2QU; Fiona Bissett, London, N14 
5PT; Andrew Potts, West Mid- 


land, DY6 8NY; Andrew Russell, 

>2 7 


West Sussex, PA22 74X; James 
Hurdich, Kent, TN2 5LQ; Tak Chi 
Lee, Bedfordshire, LU2 OPD; 
Daniel Hargreaves, London, 
S.E.3; Scott Purdy, Dorset, BH15 
3RS; Peter Bridgeland, Essex, 
RM11 2RH; Ian Britton, Cardiff, 
CF4 8LX; Abid Hussain, Glas- 
gow, G41 2DE; Phillip Coe, Wilt- 
shire, SN1 3PU; Greig Kobiela, 
Strathclyde, G67 4JQ; Paul 
Spittlehouse, Humberside, 
HU12 9AF; Daniel Smyth, Hants, 
S04 3PJ; David Knox, Edin- 
burgh, EH16 5HQ; Richard 
Higgs, Berkshire, RG3 6GA; 
Scott Belhell, Cornwall, IR11 
5AW; Darren Butler, Co Louth, 
Ireland; Daniel Havardi, 


Middlesex, HA5 3AQ; L Custard, 
Bristol, BS18 4DW; J Prados, 
Friarnet, N1 1 3BS; Morgan Eves, 
Norfolk, NR104JW; G Beddows, 
Staffs, WS15 2SX; Phillip Peel, 
Cheshire, CW8 2NF; David Jef- 
freys, Swansea, SA1 7AL; Colin 
Gillespie, Aberdeenshire, AB5 
4JT; Paul Maund, Hampshire, 
P05 4DR; Keith Berry, Lancs, 
FY7 7LE; Dean Scott, Northants, 
NN17 2PW; Mr Stephen Clover, 
Berkshire, RG11 9TU; Andy Van 
Wyngaeroen, Belgium, 30 10; 
Tom Stoub, 55 g5 AS Leende, 
The Netherlands; Daniel Pol- 
warth, Essex, IG8 7RG; John 
Overall, Essex SS7 5XQ; Roy 
Lewis, Lancashire, PR4 1YA; 
David Hardy, Nottingham, NG5 
4LA; Ronald Stewart, Cleveland, 
TS9 6LU; Adrian Green, North- 
ampton, NN3 LG2. 


► Scott Cornish’s 
ideal minion 



ZZAP! 64 
CHART VOTING COUPON 


(Please write in BLOCK CAPITALS) 


Name .... 
Address 

Postcode 


If I win the £40 worth of software I would like the following games: 
(Game and Software House) 


T-Shirt Size S/M/L 


1 am voting for the following five games: 

1 , 

2 

3 

4 

5 

I am also voting for the following piece of music: 
(Commodore 64 ONLY) 


ZZAP! CHARTS, PO BOX 1 0, LUDLOW, 
SHROPSHIRE SY8 1 DB 


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FIRELORD (Hewson) 

145,205 Richard Pargeter, Coventry, W Mids 
1 43, 1 60 Daniel Osbourne, Hornsea, N Humbs 
1 16,805 Damian Ward, Harrogate, W Yorks 

FIRETRACK (Electric Dreams) 

835,640 Darren Cole, Chingford, London 
664,960 Kristian Bruun, Copenhagen, 
Denmark 

527,290 Johnny Larsen, Copenhagen, 
Denmark 


BREAKTHRU (US Gold) 

246,000 Vincent Old, Wellingborough, 
Northants 

138,050 Paul Gibson, Sunderland, Tyne And 
Wear 

1 1 1 .900 Gary Rice, Colchester, Essex 

BULLDOG (Gremlin Graphics) 

1 ,207,200 Tony Shoreman, Billington, Lancs 

1 ,109,500 casey Gallacher, Calcot, Reading 

1 .1 08.900 Brett Warburton, Hollingworth, 
Cheshire 


INTERNATIONAL KARATE (System 3) 

382,250 Steven Bodey, Perth, Australia 

336,750 Peter Hunt, Hook, Hants 
335,220 F Lapp, Newcastle-upon-Tyne 

INTO THE EAGLE’S NEST (Pandora) 

1,143,300 M Booman, Oud-Beijerland, The 
Netherlands 

1 ,049,800 Frank the Menhir, Herts 

995,600 Aeron Lindley, Messingham, S 
Humberside 


FIST II (Melbourne House) 

1.753.000 Steven Rolf, Kettering, Northants 

1 ,560,800 Ged Keaveney, Huddersfield, W 
Yorks 

1 .220.000 Steven Guilfoyle, Oldham 

FIST II TOURNAMENT (Melbourne House) 

7.506.000 Shahjahan Alhassan, Slough, Berks 

6,012,300 Steven Rolf, Kettering, Nothants 

5.096.000 Kevin Lennard, St Helier, Sark 


CAULDRON II (Palace Software) 

1 ,508,550 Cliff Nobresa, St Helier, Jersey 

153,750 John Reynolds, Duxford, Cambridge 

132.400 Shaun Russell, Shildon, Co Durham 

COBRA (Ocean) 

285,900 Philip Stevens, Alfreton, Derbyshire 

93.400 Patrick Green, Burnley, Lancs 


IRIDIS ALPHA (Llamasoft) 

599,760 George Bray, Armthorpe, Doncaster 

349,520 Colin Redfern, Heywood, Lancs 
204,390 Jonathan Wood, Edgeware, Middx 

JAILBREAK (Konami) 

195,500 Paul Gibson, Sunderland, Tyne And 
Wear 


1942 (ELITE) 

1,11 5,200 J Ashbrook & G Warnock, Bradford, 
W Yorks 

871.500 Martin Coyle, Clifton, Notts 

822.500 Stephen Lund, Bradford, W Yorks 


ACE (Cascade) 

121 ,550 Fu Sang Li, Crewe, Cheshire 

100,000 Andrew Welch, Stevenage, Herts 
83,380 M Horsey, Waltham Abbey, Kent 


ALIENS (Electric Dreams) 

126,500 Paul Griffiths, Llandudno, N Wales 
52,725 Sean Meadows, North End, 
Portsmouth 

23,950 George Dick, Invergordon, Scotland 


ALLEYKAT (Hewson) 

14,582,700 Jean-Claude Zeh, Hoenheim, 
France 

9,334,400 Richard Hudson, Copmanthorpe, 
York 

8,917,300 Tony Shoreman, Billington, Lancs 


ANTIRIAD (Palace Software) 

Completed In . . . 

3:06 M Gooday, Bishop’s Stortford, Herts 
3:40 Damian Boocock, Colne, Lancs 
3:52 Ged Keaveney, Huddersfield, W Yorks 


ARKANOID (Imagine) 

1 ,262,190 Jonathon Webb, Highbridge, 
Somerset 

979,600 Paul Stapley, Whitby, N Yorks 
913,090 Steve Pratt, Leighton Buzzard, Beds 


ARMOURDILLO (Code Masters) 

21,000 P Griffiths, Llandudno, N Wales 

1 1 ,300 Adie Griffiths, Crowborough, E Sussex 

9,200 Chris Mclean, Helsby, Cheshire 


AUF WIEDERSEHEN MONTY (Gremlin 
Graphics) 

51 ,223 casey Gallacher, Swallowfield, 
Reading 

18,000 Sanjay Vaghela, Rugby, Warks 
1 6,676 Simon Jeavons, Yeadon, W Yorks 


BARBARIAN (Palace Software) 

21,200 Chris McLean, Helsby, Cheshire 

16,300 David Barker, Bedfont, Middx 

15,700 Anthony Finn, Eaglescliffe, Cleveland 


BEAMRIDER (Activision) 

980,420 Steve Jarratt, ZZAP! Towers 
272,174 Steve Tye, Kidderminster, Worcs 


BMX SIMULATOR (Codemasters) 

4,260 Adrian Broadley, Manby, Lines 


BOMBJACK (Elite) 

4,052,870 Jez Foy, Tring, Herts 

3,264,600 Wayne Winter, Lawrence Weston, 

Bristol 

1 ,384,130 casey Gallacher, Reading, Berks 


89,200 Stephen Wildridge, Great Sutton, S 
Wirral 


CRYSTAL CASTLES (US Gold) 

677,992 Julian Rignall, ZZAP! Towers 
668,995 Richard Hardbattle, Nuneaton, 
Warks 

649,100 Aeron Lindley, Messingham, S 
Humberside 


DAN DARE (Virgin) 

7,423 Sankar Sahdevan, London El 2 
7,397 Scott Fulfitt, Endover, Devon 
7,297 Shaun Alcock, Tyldesley, Manchester 


DECATHLON (Firebird) 

41,010 Bryan Chamberlain, Norwich, Norfolk 
9,840 Howard Worton, Southwark, London 
8,870 Gary Shield, Stockport, Cheshire 


DELTA (Thalamus) 

1 ,258,430 Colin Redfern, Heywood, Lancs 
895,850 Aidon Donnelley, Kilmacud, Dublin 
371 ,220 Jonathan Wood, Edgeware, Middx 


DRAGON’S LAIR (Software Projects) 

63,997 Sean Walker (Runsoft), Melbourne, 
Australia 

35,410 Martin Coyle, Clifton, Notts 

33,750 Simon Cole, Chelmsford, Essex 


DUET (Elite) 

168,170 Fu Sang Li, Crewe, Cheshire 

137.520 Gary Smith, Basingstoke, Hants 

1 13.520 Paul Molyneux, Doncaster, S Yorks 


ENDURO RACER (Activision) 

2,227,475 Dale Somerset, Wadsley Bridge, 
Sheffield 

1 ,857,098 Steven Young, Wallsend, Tyne & 
Wear 

1 ,299,832 Howard Worton, Southwark, 
London 


ESCAPE FROM SINGE’S CASTLE 
(Software Projects) 

92,742 Craig Knight, Keyworth, Notts 
78,538 Howard Clarke, Inverness, Scotland 
76,584 Ian Sullivan, Forest Hill, London 


EXPRESS RAIDER (US Gold) 

68,450 Gavin Shute, Aylesbury, Bucks 

42,500 Chris McLean, Helsby, Cheshire 


THE EQUALISER (The Power House) 

20,620 Dean Stinton, Botley, Southampton 
13,120 Graeme Crichton, Irvine, Ayrshire 
7,980 Adrian Broadley, Manby, Lines 


FEUD (Bulldog) 

87% David Barker, Bedfont, Middx 
44% Richard Morgan, Fordingbridge, 
Hampshire 


FLOYD THE DROID (Ariolasoft) 

1 1 ,830 Sean Walker, (Runsoft), Australia 
7,970 Matthew Williams, Yeovil, Somerset 
6,040 Sam Shields, Canterbury, Kent 


GALIVAN (Imagine) 

287,000 Chris McLean, Helsby, Cheshire 


GAUNTLET: DEEPER DUNGEONS (US 
Gold) 

Merlin The Wizard 

8,787,1 95 Asher Rashid, Thornaby, Cleveland 
4,350,297 Paul Cashley, Bishopston, Bristol 
4,308,061 Michael Robertson, Stirlingshire, 
Scotland 


Thor The Warrior 

4,678,932 David Taylor, Alvington, Glos 
3,974,521 Paul Cashley, Bishopston, Bristol 
2,999,320 Richard Hardbattle, Nuneaton, 
Warks 


Questor the Elf 

2,497,341 Paul Cashley, Bishopston, Bristol 


Thyra the Valkyrie 

818,692 Paul Hollingtori, Hullbridge, Essex 


GHOSTS ’N’ GOBLINS (Elite) 

920,800 casey Gallacher, Swallowfield, 
Reading 

531 ,890 Christian Major, Norwich, Norfolk 
456,060 Chris Goodswen, Norwich, Norfolk 


GREEN BERET (Imagine) 

1 ,301 ,850 Mark Cunningham, Newtown 
Abbey, Co Antrim 

1 ,204,1 50 Paul Wheatley, S Norwood, London 
1,059,890 Simon Cole, Chelmsford, Essex 


GUNSHIP (Microprose) 

278,785 Richard Mellor, Bridgwater, 
Somerset 

265,990 David Nicol, Heworth, York 
262,960 Mark Logan, Inverness, Scotland 


HEAD OVER HEELS (Ocean) 

70,000 Ciaran Brennan, ZZAP! Towers 
69,360 Darren Cole, Chingford, London 


HERCULES (Alpha/Omega) 

1 ,1 59,880 Thomas Broers, Lundflata, Norway 
81 5,920 Nils-Olav Barvag, 6770 Nordfjordeid, 
Norway 

755,500 Robert Hemphill, Port Glasgow 


HERO (Firebird) 

177,762 Patrick Lammers, 1400 Nivelles, 
Belgium 

125,324 Julian Rignall, ZZAP! Towers 


I, BALL (Firebird) 

47,760 Marc Spence, Leeds 10 

21 ,300 Stuart Scattergood, address not 

included 

10,030 Alistair Crichton, Irvine, Ayrshire 


102.500 Malcolm Redfern, Preston, Lancs 

89.500 Stephen Lund, Bradford, W Yorks 


JEEP COMMAND (Bug Byte) 

303,990 J Gheorghisor (Runsoft), Melbourne, 
Australia 

250,350 Dave Breed, Cullercoats, Tyne & 
Wear 

227,380 Marc Hodge, Selby, N Yorks 


KNIGHT GAMES (English Software) 

Total: 

68,355 Hassan Mussad, Riyadh, Saudi Arabia 
67,620 Paul Ratje, Newport, Isle of Wight 
66,345 Simon Wilcox, Ipswich, Suffolk 


KNUCKLEBUSTERS (Melbourne House) 

1 1 .700 Craig Bent, Failsworth, Manchester 

6,300 Steve Quinnell, New Eltham, London 

5.700 Bharat Vaghela, Rugby, Warks 


KRAKOUT (Gremlin Graphics) 

21 ,1 84,770 Michael Eikmans, The 
Netherlands 

1 2,740,800 Dave & Brett Warburton, Cheshire 

3,068,500 Steven Packer, Chelmsford, Essex 


KUNG-FU MASTER (US Gold) 

4,785,852 Liam Chivers, Battenhall, Worcs 

4,385,990 Stephen Pennel, Fordingbridge, 
Hants 

3,802,983 Andrew Dallyn, Braughton, Devon 


LEADER BOARD (US Gold/Access) 

NOVICE 

-39 Robert Smith, Edgbaston, Birmingham 
-25 Julian Smith, Halesowen, West Mids 
-25 Christopher Lamb, Liverpool 


AMATEUR 

-27 Jonathon Webb, Highbridge, Somerset 

-23 Paul Allan, Aberdeen 

-23 G McKenzie, Dunbar, E Lothian 


PROFESSIONAL 

-33 Philip Astley, Kingswinford, W Mids 
-24 Paul Allan, Aberdeen 
-22 Robin Evans, Tring, Herts 


LEADERBOARD: EXECUTIVE EDITION (US 
Gold/Access) 

NOVICE 

-21 Stuart MacKissack, Knightswood, 
Glasgow 

-14 C Knowles, Sydenham, London 


PROFESSIONAL 

-30 Steve Jones, North End, Portsmouth 
-18 Stewart Rogers, Tunbridge Wells, Kent 


LIGHTFORCE (FTL) 

3,239,250 Richard Burgman, Seaford, Essex 
2,526,975 Jake E, West Bromwich, W Mids 
2,296,360 Taki Liberopoulos, Athens, Greece 


‘I 





i 


PANTHER (Mastertronic) 

250,900 Liam Chivers, Battenhall, Worcs 

215.500 Jason Birnie, Cranleigh, Surrey 
200,940 Steve Lee, Guildford, Surrey 

PAPERBOY (Elite) 

301 .400 Mark Rolf, Kettering, Northants 

300.700 John White, Whitefield, Manchester 

140.700 Steve Quinnell, New Eltham, London 

PARADROID (Hewson) 

364,290 Shazad Iqbal, Bury, Lancs 

300.850 Gavin Burnett, Westhill, Inverness 
302,604 Gary Whitta, Chingford, London 

PARADROID PLUS (Hewson) 

86.500 Brian Yeo, Tarbolton, Ayrshire 

63,200 Adam Beabies, Tarbolton, Ayrshire 

45.500 Karim Bouali, Tooting, London 

PARALLAX (Ocean) 

106.850 Ali Kerswell, Guildford, Surrey 

89,300 Jason Birnie, Cranleigh, Surrey 

78.400 Adam Pracy, Newton Flotman, 
Norwich 


SKY RUNNER (Cascade) 

$669,700 John Doyle, Kilmarnoch, Ayrshire 
$190,600 Martin Dobson, London El 2 
$125,500 Peter Hulme, Bishop’s Stortford, 
Herts 


UCHI MATA (Martech) 

378,760 Mark Sexton, Lancing, W Sussex 
353,795 Nicholas Lester, Dudley, W Mids 
326,655 D Simmons, Wythenshawe, 
Manchester 


SKOOL DAZE (Micromega) 

1 26,91 0 Anthony Duiker (Runsoft), 
Melbourne, Australia 

1 20,780 Gordon Shearer, Rothes, Morayshire 
104,340 Scott Moore, Fixby, Huddersfield 

SLAMBALL (Americana) 

7,462,660 Carleton Shaw, London, N10 
5,504,870 Gavin Burnett, Westhill, Inverness 
4,684,710 Martin Dalton, Rochester, Kent 

SLAP FIGHT (Imagine) 

1 1 1 ,050 Julian Rignall, ZZAP! Towers 

SPLIT PERSONALITIES (Domark) 

680,400 Mrs L Hayden, London El 6 

665,200 Mrs J Carroll, Burnham-on-Sea, 
Somerset 

505,100 Michael Skelcher, Wentoning, Beds 

STAR GLIDER (Rainbird) 

1 10,725 Brian Mainwaring, Talke Pits, Staffs 
54,930 Ian Sullivan, Forest Hill, London 
46,325 Damian Ward, Harrogate, W Yorks 

STARQUAKE (Bubble Bus) 

287,763 Nigel Fraud, Godaiming, Surrey 
287,140 Ove Knudseu, 5033 Fyllingsdaleu, 
Norway 

273,667 Per Kiellander, Stenungsund, 
Sweden 


URIDIUM (Hewson) 

22,906,385 CN, SP, MD, JK, Marston Green, 
Birmingham 

18,228,125 Andrew Simmonds, Deal, Kent 
3,820,020 David Horsburgh, Uddington, 
Glasgow 

URIDIUM PLUS (Hewson) 

197,925 Russell Wallace, Co Dublin, Ireland 
175,405 Paul Wheatley, S Norwood, London 

167,000 Damian Boocock, Colne, Lancs 


MARIO BROTHERS (Ocean) 

449,380 Jake E, West Bromwich, W Mids 
252,620 Ozz, New Eltham, London 

MERCENARY: THE SECOND CITY 
(Novagen) 

7,942,1 96cr Russell Wallace, Dunuoghaire, 
Co Dublin 

7,442,000cr Brian Mainwaring, Talke Pits, 
Staffs 

7,086,000cr Glenn Haworth, Swallow, Lines 

METROCROSS (US Gold) 

31 1 ,700 Louis Farnham, Twickenham, 
Middlesex 

157,800 Gary Smith, Basingstoke, Hants 

90,000 David Bond, Swindon, Wilts 

MILK RACE (Mastertronic) 

7,794 Gary Smith, Basingstoke, Hants 

MISSION AD (Odin) 

59,455 Mark Craft, Bearwood, Bournemouth 
48,670 David Barker, Feltham, Middx 
36,475 Jez Foy, Tring, Herts 

MONTEZUMA’S REVENGE (Databyte) 

1.127.500 W Drew, Brisbanem, Australia 

412.450 Adam Trewella, Stapleton, Bristol 

398.450 Ozz, New Eltham, London 

MUTANTS (Ocean) 

51 .644.500 Adie Bonner, Southbourne 
31 ,025,750 Gareth Williams, Swansea, W 
Glamorgan 

26,460,850 Gavin Richardson, Swinton, 
Manchester 


VIDEO MEANIES (Mastertronic) 

57,798 Adrian Broadley, Manby, Lines 

VOIDRUNNER (Mastertronic) 

5,403,560 Mick Wall, Hillsborough, Sheffield 
4,903,840 Adam Loxton, Street, Somerset 
3,800,564 Steven Young, Wallsend, Tyne & 
Wear 


PARK PATROL (Firebird) 

994,990 Simon Jones, Chelmsford, Essex 
993,130 Paul Harwood, Penge, London 
991 ,570 Andrew McMinn, Colchester, Essex 

POD (Mastertronic) 

1.468.440 Karsten Toksvig, 8832 SKAIS, 
Denmark 

1 .082.440 Matthew Penn, Ormskirk, 
Lancashire 

919,040 Adam Loxton, Street, Somerset 

QUARTET (Activision) 

295,385 Julian Rignall, ZZAP! Towers 

168.100 casey Gallacher, Swallowfield, 
Reading 

RANARAMA (Hewson) 

3,358,400 Richard Leadbetter, Witham, Essex 

1.822.200 Craig Knight, Keyworth, Notts 

1,555,700 Martin Draper, Alfreton, Derby 

RIVER RAID (Firebird) 

259,235 Julian Rignall, ZZAP! Towers 

ROCK ’N’ WRESTLE (Melbourne House) 

3.125.100 Jamie Orridge, Gedling, 
Nottingham 

2.655.200 Alan Smith, Glenrothers, Fife 

941 ,300 Graeme Dutch, Tillydrone, Aberdeen 

SABOTEUR (Durell) 

£2,789,600 Gareth Mitchell, Mirfield, W Yorks 
£1,175,000 Daniel Maurice, Redland, Bristol 
£971 ,300 Jari Jaakola, Inkeroinen, Finland 

SANXION (Thalamus) 

1 ,006,466 Steven Malpass, Stoke-on-Trent, 
Staffs 

784,390 Stephen Gandy, Halesowen, W Mids 
517,860 Peter Williams, Preston, Lancs 

SCOOBY DOO (Elite) 

248.600 Sean McDonagh, Jarrow, Tyne & 
Wear 

194,550 Gareth Mackie, Peterhead, 
Aberdeenshire 

153.600 Stuart Kelly, Reading, Berks 

SHAO-LIN’S ROAD (The Edge) 

128,420 Damian Boocock, Colne, Lancs 
36,1 64 Steven Young, Wallsend, Tyne & Wear 

31 .430 Howard Worton, Southwark, London 

SHOCKWAY RIDER (FTL) 

1 ,524,798 Matthew Phypers, Sunnyhill, Derby 

291 ,000 Julian Rignall, ZZAP! Towers 
88,350 Howard Worton, Southwark, London 

SILENT SERVICE (US Gold/Microprose) 

(TONS SUNK) 

910.100 Karsten Tokisuig, Drosselvej 6, 
Denmark 

563.100 Steven Hall, Croughton, N Hants 

763.200 Howard Clarke, Inverness, Scotland 

SKATE ROCK (Bubble Bus) 

288.430 Justin Cole, Huddersfield, W Yorks 
239,020 Sean Walker, (Runsoft), Australia 
223,280 Stephen Bloor, Nuneaton, Warks 


WARHAWK (Firebird) 

6,229,526 Glenn Haworth, Swallow, Lines 
4,459,784 Hamish Patel, Northolt, Middlesex 
3,322,648 Jamie Orridge, Gedling, 
Nottingham 


WEST BANK (Gremlin Graphics) 

210,000 Jon Cullen, Hillgate, Stockport 
141 ,250 Mark Huck, Washington, Tyne & 
Wear 

131 ,600 James Lavelle, Copmanthorpe, York 

WIZARD’S LAIR (Bubble Bus) 

154,140 Craig Wills, Taunton, Somerset 
152,735 Steven Medcraft, Rayleigh, Essex 
133,085 Nik Yarker, Blaby, Leicester 

WIZBALL (Ocean) 

999,999 M Winston & G Eltringham, 
Fleetwood, Lancs 

999,999 D Fitzgerald & G Ruddock, Liverpool 

999,999 Gareth Williams, Swansea, W 
Glamorgan 

WONDER BOY (Activision) 

222,030 Jason Langmead, Vale, Guernsey 
168,170 Gary Blackledge, Crowborough, E 
Sussex 

153,420 casey Gallacher, Swallowfield, 
reading 

134,370 Tony Exell, Whitley, Reading 


STREET SURFER (Bubble Bus) 

21,108 Jonathan Stock, Denton, 

Northampton 

16,270 Howard Clarke, Inverness, Scotland 
1 5,81 1 Adie Griffiths, Crowborough, E Sussex 

SUPER CYCLE (US Gold/Epyx) 

700,400 Declan Quinn, Bessbrook, Newry Co 
Down 

320,160 A Verhaeghe, Bletchley, Bucks 
269,310 Andy Girvan, Corby, Northants 

TAU CETI (CRL) 

21 ,055 Andrew Tarski, Dursley, Glos 
20,465 Robert Elliot, Middlesbrough, 
Cleveland 

20,440 Shaun Russell, Shildon, Co Durham 

TENTH FRAME (US Gold/Access) 

Amateur 

279 R Geens, B8470 De Panne, The 
Netherlands 

278 Michael Eley, Wimbourne, Dorset 
277 R Guiot, B8470 De Panne, The 
Netherlands 


NEMESIS (Konami) 

19,346,400 Stephen Grady, Wigan, Lancs 

12,341,200 Terry Bourdram, Colindale, 
London 

1 1 ,241 , 1 00 Stephen Ross, Ryde, Isle of Wight 

NEMESIS THE WARLOCK (Martech) 

12,770 Mike Thomas, Caerphilly, Mid Glam 

7,600 Gavin Shute, Aylesbury, Bucks 
4,540 Dale Somerset, Wadsley Bridge, 
Sheffield 


NINJA MASTER (Mastertronic) 

485,840 Gordon Shearer, Rothes, Morayshire 
198,880 Robert Futter, Downham Market, 
Norfolk 

196,315 Michael Pihl, Kumla, Sweden 

NOMAD (Ocean) 

5,264 John Gheorghisor, (Runsoft), Australia 
4,065 Paul Want, Harrogate, N Yorks 
3,885 Paul Tudor, Stourbridge, Pedmore 

OLLI AND LISSA (Firebird) 

19,820 Lee Barker, Northwich, Cheshire 
14,898 Stuart Scattergood, address not 
included 

10,000 Damian Boocock, Colne, Lancs 


XEVIOUS (US Gold) 

281 ,280 Jonathon Webb, Highbridge, 
Somerset 

224,100 Steven Parkes, Newcastle, Australia 

196,270 Fintan Brady, Virginia, Ireland 

YIE AR KUNG-FU (Imagine) 

1 ,307,000 Gavin Conway, Paisley, Scotland 

394,700 M Brown & M Grange, Borrowash, 
Derby 

355.300 Andrew Crowther, Kibworth, leicester 

YIE AR KUNG-FU II (Imagine) 

288.300 Carl Adams, Tooting, London 

1 83.300 Ian Coulter, Leeds " 

1 34,400 Rene Groenewoud, Heerhugowaard, 
The Netherlands 

Z (Rhino) 

701 ,250 Howard Clarke, Inverness, Scotland 

671 ,450 Jake E, West Bromwich, W Mids 

576,200 Stephen Ross, Ryde, Isle of Wight 

ZOLYX (Firebird) 

172,161 Mrs Sue McGovern, Leighton 
Buzzard, Beds 

168,375 Hamish Patel, Northolt, Middlesex 
157,163 Julian Rignall, ZZAP! Towers 

ZONE RANGER (Firebird) 

18,720 Marc Spence, Leeds 10 
14,650 Jonathan Wood, Edgeware, Middx 
1 2,904 Mrs Sue McGovern, Leighton Buzzard, 
Beds 


Professional 

233 Neil Taylor, Bracknell, Berks 
214 Graeme Dutch, Tillydrone, Aberdeen 
202 Graham Millie, East Harnham, Wilts 

TERRA CRESTA (Imagine) 

402,1 00 Michael Dunajew, Adelaide, Australia 

371 .800 Robert Hemphill, Port Glasgow, 
Renfrewshire 

341 ,000 Marc Hodge, Selby, N Yorks 

THRUST (Firebird) 

4,182,050 Arlo Swinson, Doncaster, S Yorks 

3.500.800 Declan Quinn, Bessbrook, Newry 
Co Down 

3.670.700 Anon, Newry, Co Down 

TOY BIZARRE (Activision) 

223,420 J D Oliver, Ipswich, Suffolk 

144.700 Sherif Salama, Cairo, Egypt 

102.900 Julian Rignall, ZZAP! Towers 

TRAILBLAZER (Gremlin Graphics) 

1,123,350 Jason Cooper, Wednesbury, W 
Mids 

1,120,040 Henry Rawlinson, Salisbury, Wilts 

828,270 Ian Robinson, Tottenham, London 

TRAP (Alligata) 

481 .900 Lawry Simm, Liverpool L23 
429,510 Colin Bayne, Glenrothes, Fife 

328,500 Robert Elliot, Middlesborough, 
Cleveland 








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Applications to the Scorelord 
should be made on a postcard 
or the back of a sealed envelope, 
and entries which contain more 
than three high-scores will not be 
accepted. 







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DECEPTOR 

US Gold, £9.99 cass, £14.99 disk, joystick only 


H ot on the heels of Transfor- 
mers and Gobots, comes 
yet another robotic 
metamorphological hero - Decep- 
tor. 

After many years of training by 
his Elders, Deceptor has now suc- 
ceeded in mastering the series of 
transformations that allow him to 
alter his shape, from swift-moving 
land vehicle, through robotic alter- 
ego, to gently hovering aircraft. 
Now he has to prove his worth by 
completing a series of hazardous 
assault courses. 

There are four available options, 
allowing the player to practice, 
adjust the control settings, view 
the high-score table and finally 
start the mission. 


Although the 


igi 

gameplay is sim- 
ple, offering 
nothing more 
than a race 
against time across an assault 
course, it’s still highly addic- 
tive. Negotiating the courses 
requires a blend of reflexes 
and quick thinking, and a keen 
eye is needed during the 
shoot-out phase. That, com- 
bined with the urgency gener- 
ated by the timer produces an 
exciting and mentally 
stimulating challenge. It’s a 
shame that the multi-load cas- 
sette version is so frustratingly 
awkward - the way Deceptor is 
structured means that more 
time is spent rewinding and 
waiting than playing. On the 
other hand, the disk version is 
great and well worth looking 
out for. 


Having seen the 
ad for Deceptor, I 
was expecting 
the worst, maybe 
because of the 
quality of the previous Trans- 
former type games. However, 
I’m pleasantly surprised. The 
gameplay harks back to the 
old Zaxxon style, but from a 
more oblique view. The forced 
perspective graphics are a lit- 
tle crude, but they portray the 
action well, and the transfor- 
mation sequence is well exe- 
cuted. The game’s only ugly 
feature is the sound, with the 
title tune being a little ‘bassy’, 
and the effects instantly 
forgettable. This is well worth 
a look - especially the disk ver- 
sion, as the multi-load on the 
cassette version reduces the 
enjoyment somewhat. 


The Deceptor’s alien world 
takes the shape of a three-dimen- 
sional, horizontally scrolling, 
forced perspective assault course. 
The objective is to reach the Guar- 
dian at the end of each assault 
course and destroy it before the 
time limit expires. The player has 
unlimited Deceptors to complete 
the task, with the mission only 
ending when the time runs out. 

Throughout the level there are 
square packs which yield one mis- 
sile (used to combat a Guardian) 
and ten seconds of extra time 
when touched. When a Guardian 
is encountered, Deceptor reverts 
back to his human form and uses 
a hand-held blaster to despatch 
the creature. Shots are aimed 


Just part of the vast landscape that Deceptor must negotiate in order to 
Ml complete his mission 


DISK 


This issue’s ‘Odd 
game of the 
month’ prize 
goes to Deceptor. 
It’s a cross betw- 
een Marble Madness, Zaxxon 
and T ransformers - honest! The 
perspective graphics work 
pretty well and a good feeling 
of a solid, three dimensional 
world is generated. The 
Deceptor’s metamorphosis 
sequence is also quite impres- 
sive, but I ultimately found 
myself setting the transforma- 
tion control to the ‘off’ posi- 
tion, as it intrudes on the 
action too much. The presen- 
tation of the disk version is 
superb, although the ability to 
alter the control settings is a 
nice, but somewhat ineffective 
addition. I’m not too sure 
about the appeal of the cas- 
sette version, but on disk, 
Deceptor’s a winner. 


using the joystick, with the result- 
ing explosions giving the only indi- 
cation of a shot’s accuracy. When 
the Guardian is destroyed the time 
left is converted to bonus points 
and Deceptor progresses to the 
next, more difficult sector. 


Before Deceptor can cross over to the second level, the fire- breathing 
Guardian of Level One must be destroyed 


PRESENTATION 90% 

Plenty of options to alter the 
gameplay, plus the ability to save 
out the high scores. A practice 
and demo mode are also 
included. 

GRAPHICS 80% 

An effective three-dimensional 
landscape and some suitably 
alien sprites. The transformation 
sequence is especially neat. 

SOUND 69% 

The unusual soundtrack and 
spot effects add to the alien 
atmosphere. 

HOOKABILITY 68% 

Addiction sets in as soon as the 
control method and perspective 
become familiar. 

LAST ABILITY 75% 

Plenty of screens and enough 
variety to provide a lasting chal- 
lenge. 

OVERALL 80% 

An original and unusual variation 
on the transforming robot theme. 


CASSETTE 

PRESENTATION 76% 

Includes all the features of the 
disk, except for the high-score 
save option. Unfortunately the 
multi-load is far too intrusive. 

GRAPHICS 80% 

See disk. 

SOUND 69% 

See disk. 

HOOKABILITY 62% 

The tricky control method and 
cumbersome multi-load system 
is a hurdle, but perseverence 
reaps its own reward. 

INSTABILITY 70% 

Plenty of action-packed 
screens, but having to rewind the 
cassette after even, game might 
prove too much for the impa- 
tient. 

OVERALL 72% 

An original and unusual variation 
on the transforming robottheme. 
unfortunately marred by a 
clumsy loading system. 












■ 


FIND STRANGE AND EXCITING NEW WORLDS 


Featuring: 

One player, Two players, Dual 

if* •"V a * r* * ■ 

allies or Dual enemies. Five 
channel sound which utilises two 
separate speech channels with 
sampled dialogue and effects. Super 
fast 360" fire power. Collectable 
pods to enhance your spacecraft's shield, 
fire power, manoeuvrability and speed. * 

Hi-Score, Ultra Score and Galactic Hall 
of Fame. 

■ \ ;:v 

Credits- 

| ) Program and sound effects by 

/ i Simon NicoL 

/ Graphics by Bob Stevenson. 

I Music by Rob Hubbard. \ 

/ / Commodore 64/1 28, £8.95 cassette, £12.95 disc 


Martech is the registered trade mark of Martech Games Limited, 

Martech House, Bay Terrace, Pevensey Bay, East Sussex BN24 6EE 

TRADE ENQUIRIES WELCOME, PHONE (0321) /6B4S6 TELEX: 878373 Martec G 























a iu:ho.... i 


TM 


"An arcade strategy game with enough 
addictive qualities to turn even the toughest 
coin-op aide into an arcade junky" C fit VG 


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Return to art age of mystery and intrigue, a place in %hich the fabled 
tr easur e of King Solomon shone brightly with its glorious w ealth. 
Where amongst the network of mysterious rooms lies the next kev 
that will bring you near er to these fabulous riches. Whei e amongst 
the stone pillars and hidden dangers lie mytftjgpl creatures that can 
perpetuate your life long enough to reach your ultimate goal. 


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CBM 64 128 

c .tv V t 9.99 ntvk, f i4.99 

ATARI ST f 19.99 


AMSTRAP 
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SPECTRUM 48 I28K <8.99 


f RMIMO. 


SC Kt t \ MU>1\ \KOW WtslR M) VtRMO\ 


U-S. Gold Ltd., Units 2 3 Nolford Way, Holford, Birmingham 86 7A\. Tel: 02 1 356 3388 



’ «s»WVpOC5NY MC G£T RVP Of ' 




N ew York folk can rest easy 
in their beds once again. 
The reason? Paul Kersey’s 
back in town! Charles Bronson’s 
vigilante character from the infam- 
ous Michael Winner films surfaces 
on the ’64 to continue his one-man 
fight against crime and injustice. 

Our people’s hero is armed with 
a 475 Magnum hand-gun, a pump- 
action shotgun, a sub-machine 
gun and, to cap it all, a shoulder- 
held rocket launcher. Each 
weapon is brought into play by 


h jf § Computer games 
don’t come much 
K 9° r ' er than this! 

The sprites are 
nicely animated, 
and the way they’re shredded 
by gunfire and blown apart 
when bombed is amusing, if 
not a bit gratuitous. The prob- 
lem is the flawed gameplay. 
Weapons and safe rooms are 
far too easy to find, and you 
can leave the stony faced 
sprite alone every so often to 
replenish his lost energy. My 
first go went on for ages - and 
with very little practice it’s 
possible to play for hours on 
end. The action is still fun 
though, but the enjoyment is 
only short term as shooting 
down people wears off quite 
quickly. The programmers 
have obviously made the best 
they could out of the pretty 
limited film, but it just hasn’t 
got enough depth or variety. 




* J c« ! 5L- j ® pk wHH keys! 




This isn’t nearly 
as good as I 
expected. Apart 
from being mor- 
ally unsound 
(shooting down human beings 
with bazookas and guns can’t 
be that good for public rela- 
tions), Deathwish is also badly 
constructed. I quickly got lost 
within the very similar streets 
of New York, and the pointless 
rotational control method just 
served to confuse. It’s all so 
illogical, you clear a screen of 
bad guys and leave, only to 
return a second later and find 
them alive again!!! The 
graphics aren’t particularly 
brilliant either, and once 
you’ve seen the gory death 
sequences a couple of times, 
the novelty wears off. Not even 
one for fans of the movie I’m 
afraid. 


pressing the control key to cycle 
through the armoury. The weapon 
in use is pictured at the bottom of 
the screen, together with its 
remaining ammunition. 

New York is displayed as flick- 
screen backdrops, inhabited by all 
manner of New Yorkers, from 
thugs and punks to grannies, 
police and even prostitutes. 

Whenever a street intersection 
is met, Kersey turns to face in any 
of four directions, with the back- 
ground scene altering accord- 
ingly. A map of the area is dis- 
played below the main screen, 


showing Paul’s location within the 
city. Pressing ‘ M’ toggles the map, 
first to show the gang leader’s 
positions, so they can be located 
and destroyed (the objective of 
Kersey’s self-appointed crusade), 
and secondly to display replace- 
ment weaponry. Both weapons 
and leaders are found within 
houses which Paul enters from the 
streets. In some rooms Kersey can 
look out of the window onto the 
street and safely take out baddies 
at his leisure. 

As the slaughter continues, the 
score reflects the accuracy of the 
vigilante’s shooting. A negative 
score is achieved only when good 
guys are being blown away - by- 
standers or the police for instance. 
Despatching bad guys results in a 
healthy positive score, and suc- 
cessfully quelling riots and killing 
gang leaders results in large bonus 
scores. 


Gremlin might 
well have gone to 
the Board of Cen- 
sors with Death- 
wish III, as it con- 
tains several bloodthirsty 
death scenes - not least of 
which is the total blowing 
away of someone with a rocket 
launcher . . . gruesome! The 
method of changing Paul Ker- 
sey’s situation within the city 
is somewhat misleading, and 
an eye must be kept glued to 
the map or else confusion 
soon sets in. Unfortunately, it 
seems that the game lacks a 
definite conclusion, and as 
such becomes a matter of 
stamina rather than skill. This 
completely undermines the 
achievements within the 
game, and results in a rather 
mindless shoot ’em up. 
Another uninspired release 
from a company of consider- 
able talent. 






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the aoproonafl at o c tension and 
menase 

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but boredom sets in lend be*drS 
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reached 







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ZZAP! 64 September 1987 93 









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the entire play area. 

The visiting team bats first, with 
the overhead view showing a close 
up of the pitcher and hitter. The 
pitcher throws the ball by pressing 
fire, and has control over the ball’s 
flight until it passes the plate, 
being able to swerve it left or right, 
and alter the speed of flight. Bat- 
ting is merely a matter of pressing 
the fire button at the correct 
moment so that the bat makes 
contact with the ball. 

When the ball is hit, the main dis- 
play changes to a view of the cor- 
responding fielder as he or she 
attempts to catch or stop the ball. 
The overhead scene shows the 
relative positions of the ball, fielder 
and batsman as he runs from base 
to base. 


wap the grass diamond for a 
parking lot, the homebase 
for a trash can lid and Babe 
Ruth and Joe DiMaggio for Bojo 
and Kitty from the next block. This 
is street level Baseball with local 
kids forming the teams and the 
two ‘ball parks’ consisting of a 
vacant patch of waste ground and 
a deserted car park. 

Having decided on a one or two 


player game, a coin is tossed to 
see who gets first choice of player. 
A group of 1 6 kids appears loafing 
around a building frontage, and a 
cursor is guided from person to 
person to make the selection. As 
the cursor falls upon each young- 
ster, a head and shoulders picture 
is displayed, together with details 
about their style of play. Having 
put a full team together, you can 


adjust the positions and batting 
order to suit - alternatively, you 
can go straight into the game. 
Selected teams can be altered to 
suit, or saved to disk as required. 

Depending on the location /ou 
have chosen, the selected dia- 
mond appears as a split screen. 
The main display shows a close up 
of the current action, and to the left 
an overhead scene gives a view of 


M there’s a real 
sense of fun gen- 
erated from the 
moment that this 
“ ““ program has 
loaded. The team-picking sec- 
tions are quite enjoyable, pro- 
viding a background and team 
spirit which lasts throughout 
the game - and the different 
player’s characteristics add a 
lot of variety to the proceed- 
ings. The only real problem is 
the lack of control in batting 
mode - the player has no real 
control over where the ball is 
going, and vital shots such as 
punts and ground strokes can- 
not be executed. I hope that 
the rest of the Street Sports 
range live up to the high stan- 
dards set by this product, and 
I look forward to seeing the 
gang again pretty soon. 


y Some clever tactical batting 


With two strikes already against 
him, Cameron’s in trouble 


\ ^ I really like the 
idea of having a 
I non-professional 

baseball pack- 
age, and this 
game’s presentation suits the 
idea perfectly. It’s nice having 
players that are slower than all 
the rest, and even those who 
drop the ball during tense 
moments! The pitches are also 
pleasantly tatty - littered with 
debris and having makeshift 
bases. Although there’s a 
more than worthy computer 
adversary, it’s in two player 
mode that the game really 
comes to life, and I found it 
enjoyable and lively to play. 
Obviously, if you don’t like 
baseball then this Epyx offer- 
ing is in the wrong ballpark 
completely, otherwise I can 
thoroughly recommend this as 
an addition to your sports 
simulations library. 


US Gold/Epyx, £9.99 cass, £14.99 disk, joystick only 






Hi 



■ 









Would you buy a used catcher’s mitt from these kids? 


A normal game is made up of 
nine innings and if the scores are 
tied at the bottom of the ninth, the 
game continues by innings until a 
winner has been decided. 


Whenever a score is made, the 
corresponding information is dis- 
played on a panel above the main 
screen. This display also includes 
details about the current batter 
and innings. 


Ilili 


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tation and 
approach. 


This is definitely 
one of the best 
baseball games 
around, boasting 
beautiful presen- 
a very novel 
Each player’s 
characteristics are visibly dif- 
ferent, and it’s infuriating 
when a particularly useless 
player drops the ball, or throws 
it very slowly. The trouble is 
though, when it boils down to 
it, Street Sports Baseball is just 
another in a long line of 
baseball simulations. The dif- 
ferent players’ characteristics 
and strange settings are 
something new - but other- 
wise it plays the same as 
almost every other baseball 
game on the market. 


PRESENTATION 94% 

Generally superb - loads of 
options, neatly implemented and 
user friendly. 

GRAPHICS 86% 

Occasionally lacking in the ani- 
mation department, but other- 
wise good. 

SOUND 75% 

Sparse but suitable spot effects. 

HOOKABILITY 75% 

The timing of the batting takes a 
little getting used to but the urge 
to succeed is great. 

LAST ABILITY 70% 

Should find its greatest lasting 
appeal in the two player mode. 




OVERALL 82% 

A fresh approach to an otherwise 
jaded format. 




LOOK FOR 
THE PLAIN 
PACK . . . 

THAT PACKS 
TWO PLANES! 


1 


. V. 




'W; 


■ : , \ 








■ 




£ ■ 


Developed from ‘Double Phantom’ 
on the BBC, as seen on ‘Micro Live’ TV 

Runs on single or linked C64's. 

(Link cable voucher with program) 

£9.95 Turbo Cassette C64 
£1 1 .95 Disc C64 


PHONE 

24 

HOUR 


Locally, or direct, first class post free. 

0903 776000 


ACCESS/ 

VISA 

OR CHEQUE/P.O. TO P.O. BOX 66 
EAST PRESTON WEST SUSSEX BN162TX 


FOOTBALL MANAGEMENT 

Three Classic Football Management Strategy Games for all enthusiasts. Each of these QUAL- 
ITY games is packed with GENUINE FEATURES to make them the most REALISTIC around. 

PREMIER LEAGUE 

A COMPREHENSIVE LEAGUE GAME - Play all teams home & away. Full squad details all teams. 
Injuries, Team styles, In-match substitutes. Named & recorded goal scorers, Comprehensive trans- 
fer market 5 Skill levels. Financial problems. Team Taming. Continuing Seasons, Save game, 
Opposition Select Strongest Team ana MUCH MUCH MORE' 64/128k Commodore £6.50 

WORLD CHAMPIONS 

A COMPLETE WORLD CUP SIMULATION - From the first friendlies, qualifying stages, tour matches 
and on to the FINALS - Select from squad of 25 piavers. 2 m-Match substitutes allowed, Discipline 
table 7 Skill levels and MUCH MUCH MORE' includes a full text match simulation with Injuries, 
Bookinas Sendinq off. Corners. Free kicks. Match timer inury time. Extra time. Goal times and 

MORE! 64/1 28k Commodore £7.95 

EUROPEAN II 

CAPTURES THE FULL ATMOSPHERE OF EUROPEAN COMPETITION - Home & away legs, Away 
qoals count double (if drawn). Full penalty shoot out ,w >r SjDDEN DEAThi. ~ Skill levels. 2 subs 
allowed Pre-match team news. Discipline table. Fun team & Subst tute selection. Disallowed Goals 
and MUCH MUCH MORE' Plus FULL TEXT MATCH SIMULATION 64/128k Commodore £7.95 

FANTASTIC VALUE - Buy any 2 games deduct £2.00: buy all 3 games deduct £3.00 
All games are available for IMMEDIATE DESPATCH by 1st CLASS POST ard n dude FULL 

INSTRUCTIONS ( add £100 outside L K 

From E A J SOFTWARE, Room C3, 37 Westmoor Road, ENRELD, Middlesex, EN3 7LE 


AT LAST! 

COMMODORE SPARES 


AT DISCOUNT PRICES 


CIA 

MPU 

PLA 

ROM 


6526 

£11.95 

ROM 

901227-03 

£ 1 4 . 00 

6510 

£11.99 

ROM 

901225-01 

CQQO 

906114-01 

£9.99 

SOUND 

6581 

£14. PR 

901226-01 

£9.99 

RAM 

4164 

£2.44 

C64 

POWER SUPPLY UNITS £19.99 



All prices include post & packing, handling and \ AT — send your faults compuiei 
and P.S.U. for estimate and repair from £9.99 + parts + \ AT. 

AMIGA A500 £539 - A500 DISCOUNT SOFTWARE 
SEND CHEQUE/P.O. ACESS/VISA CARDS WELCOME 

ELECTRONIC SERVICES 

176 VICTORIA ROAD WEST, CLEVELEYS, BLACKPOOL, FY5 3NE 


Tel. (0253^1 822708 

TRADE ENQUIRIES WELCOME 


Send large S.A.E. for full list 




DENARIUS 

Firebird, £1 .99 cass, joystick only 


A n exceptionally vile race 
known as the Rignalian 
(sic) have strategically 
positioned their fleet of 16 space 
arks around our solar system in 
preparation for colonisation. 
Desperate for a saviour, mankind 
has turned to you. captain of the 
three-strong Denarius fighter fleet. 

The action takes place over the 
16 vertically scrolling space arks. 
Denarius flies over each ark, col- 
lecting the chlorine pods which 
cover their exteriors. Kamikaze 
Rignalian defence craft attack, 
and must be shot or dodged. Con- 
tact with alien craft reduces the 
Denarius fleet by one, with the new 
fighter starting at the beginning of 
the current ark. 

In extreme emergencies, 
Denarius’ single shield is activated 
by pressing the space bar. This 
only lasts for a few seconds, but 
during that time the ship remains 
invincible. Each fighter is equip- 
ped with one shield, with extras 
available along the way. 

When Denarius has flown over a 
space ark, all the chlorine pods 
collected are turned into bonus 
points and a sub-game comes into 
operation. 

Gas clouds scroll down the 


screen, each incorporating a small 
gap through which Denarius flies 
to gain bonus points. Denarius 
moves further and further up the 
screen until it hits a cloud, where- 
upon the sub-game ends and the 
next space ark scrolls into view. 

When all 16 space arks have 
been traversed, the mission starts 
all over again - this time with dou- 
bled defences. 



I didn’t enjoy 
playing this aver- 
age vertically 
scrolling blaster. 
Going back to the 
beginning of a stage after los- 
ing a life is annoying and 
unnecessary, and in the end I 
only found myself enjoying the 
sub-game because it’s simple 
and challenging. At two 
pounds an avid shoot ’em up 
fan might be able to milk some 
enjoyment out of it, but avoid it 
if you’re getting bored with 
playing the same sort of game 
time and time again. 



► As a kamikaze Rignalian whizzes past, the lone Denarius fighter 
battles on 



Just when you 
though the verti- 
cally scrolling 
format had been 
milked dry, 
another attempt is made to 
squeeze a little more life from 
the genre. Denarius is polished, 
but it lacks two vital elements 
- excitement and novelty. The 
lack of variety in the alien 
attack patterns is a detraction, 
and being put back to the 
beginning of an ark each time 
you die is extremely annoying. 
The bonus game compen- 
sates a little, but in the end the 
action becomes repetitive. It’s 
a shame there isn’t more depth 
of gameplay to support the 
polished graphics and sound - 
as it stands, Denarius only con- 
tains enough to give short- 
term satisfaction to even the 
most ardent shoot ’em up fan. 


PRESENTATION 78% 

Decent title screen and credits, 
but no options. 

GRAPHICS 79% 

Colourful and effective bas-relief 
backdrops and sprites. 

SOUND 78% 

Stirring title tune and reasonable 
sound effects. 

HOOKABILITY 63% 

Straightforward enough, 
although returning to the start of 
each stage every time you die is 
annoying. 

LAST ABILITY 48% 

Enjoyable, but the repetitive 
action and levels eventually lead 
to boredom. 

OVERALL 57% 

A colourful and noisy shoot ’em 
up which lacks substance. 




A ncient Chinese proverbs 
say that to win the ultimate 
accolade of ‘Master of the 
Snap Dragon’ a novice must enter 
the nine-level Dragon Temple, and 
do battle with the increasingly 
proficient Dragon Warriors who 
dwell within. 

Your character begins his mis- 
sion as a red belt Karate expert, 
equally adept with his fists, feet 
and the bamboo pole. As he prog- 



It must have 
taken a lot of 
audacity to 
release Snapdra- 
gon - especially 
at this price. The control 
method is horrendous, and 
there’s a distinct lack of 
interaction between you and 
your on-screen counterpart. 
You can actually complete the 
game quite easily by finding 
one move which defeats your 
opponents time after time. 
Snapdragon is 
badly designed and utterly 
unrewarding. 


resses through the levels, his 
grading increases from red belt 
through to fifth dan black. A level is 
completed when all of its warriors 
have been destroyed. 

There are 16 available moves, 
accessed via a combination of 
joystick and fire button. These 
include sweeping kicks, some- 
rsaults and bamboo combat. 

A display panel at the screen’s 
bottom contains four bars, repre- 
senting the damage incurred to the 
warrior’s body, head, arms and 
legs. These diminish as the fighter 
sustains hits, with a life lost when 
one falls t© zero - the bars 
replenish themselves naturally if 

► Nine levels and many Dragon Warriors stand between you and the 

ultimate accolade of Master of the Snapdragon 


This is one of the 
most unchalleng- 
ing games of all 
time. All you have 
to do to beat 
every opponent is hold the 
joystick to the bottom left and 
press the fire button! It says on 
the cassette inlay ’the Dragon 
Warriors are clever and soon 
learn your favourite move’ - 
but they don’t, you can beat 
them time and time again with 
the same move. Even more 
annoying is that after enduring 
the tedious action long 
enough to conquer the final 
level, I was most surprised to 
see my man being put back to 
the beginning of level nine! 
As for the nine pound 
price tag - would you 
pay that for something you’re 
only likely to play once? 


the hero remains unscathed. An 
initial complement of nine lives is 
increased by an extra nine for each 
level completed. 

An unusual feature is that if the 
joystick is left during play, the 
computer takes over and the 
character continues the quest on 
his own. Should the player wish to 
step in and take over, a simple 
press of the fire button regains full 
control. 


PRESENTATION 73% 

One and two player mode, 
pause, restart and pleasant on- 
screen layout. 


GRAPHICS 57% 

Simple backdrops with average 
sprites and animation. 

SOUND 34% 

Irritatingly monotonous oriental 
jingles. 

HOOKABILITY 28% 

A sluggish and unnecessarily 
complex control method dic- 
tates what little action ensues. 

LAST ABILITY 9% 

Find the one move which 
destroys all opponents and the 
g&me is effectively over. 


OVERALL 14% 

A poorly designed and totally 
unchallenging beat 'em up. 


f ; r f P|. f!‘t ft* {. n fi f i F-: i i f 


96 ZZAP! 64 September 1 987 


r it r 


Sr i f M. . 6- 










' 


gp^ kangaroos), ORCOS (fierce monsters 
^§p of the planet DEDRON), LEISER-FRE1SERS ^ : Ml 
(autonomous search androids, equipped with 
gijF^eiescopic cameras and turbo-laser cannon), ^MUfc 
rGARKLAS CLjONICOS (specialists in following trails 
through the swamp jungle) ... a world full of dangers. "'^0 

■ ^ ^ s y a challenge for the brave ... 

=-g sh is = l=-^I a challenge only for heroes. GAME OV 


SPECTRUM 7-95 COMMODORE, 


(Sf»sirio^ 18 


987 Game Design Dinamic 
















give way to no one 


AutoDuel is a fast-paced, strategy role 
playing adventure set in the year 2030. A 
time when the American highways are 
controlled by armed outlaws, and when 
danger lurks around every bend. 

Your aim is to earn fame and fortune. 
Compete in spectacular auto dogfights in 
true gladiator style — the prize money will 
buy you a powerful custom-built vehicle 
equipped with lethal weapons, including 
lasers, machine guns and flamethrowers. 
Undertake lucrative courier runs for the 
American AutoDuel Association or be- 
come a vigilante of the open road. 
Somewhere on your travels between 16 
cities are the vital clues you will need to 
complete the f inal mission. 


Only the most cunning road warriors 
are enlisted by the FBI to drive out the 
Ultimate evil force.Will you gain honour 
and entry into the elite circle of 
AutoDuellists? 

AutoDuel. Pick up the gauntlet. Avail- 
able on disk for the Apple, Commodore 
64, Atari, Atari ST and Amiga. Prices from 
£19.95. 

Based on the award-winning Car Wars 
board game by Steve Jackson. 

THE JOINT VENTURE IN EUROPE 


VO/tlGlM, 

s ys TEWS //VC. / 


MicroProse Software Ltd. 2 Market Place. Tetbury. Gloucestershire GL8 8DA. Tel: (0666) 54326. Tlx: 434222 MPS UKG 




iSH 


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mms 


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ililfiiP 




. ;; 




and 





THE LIVING DAYLIGHTS 


Domark, £9.95 cass, £12.95 disk, joystick or keys 


D aring and dashing, James 
Bond is back on the silver 
screen in the latest 007 
epic, The Living Daylights. He’s 
also on your monitor screens in 
Domark’s officially licensed game 
of the film. Here, the player takes 
the role of the man with the licence 
to kill, battling his way through 
eight levels to defeat evil internat- 
ional arms dealer Brad Whittaker. 

Each level is based on a scene 
from the film and consists of a hori- 
zontally scrolling backdrop. Bond 
runs along this from left to right, 
jumping or ducking obstacles. 
Every so often an enemy sniper 
appears from behind a part of the 
scenery. Bond has to shoot him 
before he opens fire by aiming a 
cursor (representing Bond’s 
Walther PPK gun sight) and pres- 
sing the fire button. If the enemy 
opens fire Bond loses energy, 
represented by a shrinking bar. A 
completely diminished bar has 
fatal results, and one of Bond’s five 
lives is lost 

At the beginning of each level 
(apart from the first, where a paint 


gun is automatically chosen) Bond 
is taken to Q’s and asked to 
choose one weapon from the four 
provided - only one is of real help, 
so choose carefully. Bond reverts 
to his trusty Walther PPK if the 
wrong object is chosen. 

The hunt for Whittaker begins in 
Gibraltar, where Bond is involved 
in an SAS training session (hence 
the paint guns). SAS men appear 
in the background, occasionally 
popping up over the bushes while 
Bond runs along to the end of the 
landscape. 

Levels Two and Three take 007 
behind the Iron Curtain. The first 
iocation is Lenin People’s Music 
Conservatory where Bond is help- 
ing a Russian defector. Success- 
fully negotiating this section leads 
to the Trans-Siberian Pipeline. 
This escape route presents Bond 
with an assault course of pipes at 
different heights, all of which he 
has to avoid to progress to the 
fourth level. 

Back in Britain, one of Whit- 
taker’s henchmen has infiltrated 
the the safe house where Koskov 


With a choice of only four weapons, it looks like the Aston Martin 
cabriolet has to stay in the garage 



All the fun of the fair, as 007 earns his licence to win coconuts 


is being debriefed. He’s armed 
with exploding milk bottles and 
doesn’t hesitate to lob them 
Bond’s way as he battles through 
the building. 

After that comes a trip through a 
fairground. This time explosive 
balloons float threateningly 
toward Bond. Tangiers is the next 
port of call, and Bond leaps from 
rooftop to rooftop before reaching 
the penultimate level - a Russian 
airbase deep within occupied 
Afghanistan. 

With more henchmen disposed 
of, Bond enters the final level - 
Whittaker’s house, where a final 
confrontation between Bond and 
Whittaker takes place ... If Bond 
destroys him, he earns the thanks 
of the Prime Minister. 



Bond films have 
always been fam- 
ily occasions, 
with people 
queueing down 
the streets to get into the local 
cinema. Having looked at 
Domark’s latest tie-in, it looks 
as though it’ll be some time 
before such things happen at 
the local computer shop. The 
game’s plot follows the film 
very loosely, and requires a lot 
of imagination if you are to 
relate with the characters. The 
film’s main features are also 
lacking in the computer ver- 
sion - where’s the Aston Mar- 
tin, or Maryam d’Abo and her 
equally attractive co-stars? 
The action is very much in the 
Missile Command vein, but with 
different backgrounds in each 
stage to attempt to add vari- 
ation to what’s otherwise rep- 
etitive and boring. Whichever 
way you look at this, there’s 
very little here for either the 
filmgoer or the optimistic 
games player. 




This game suf- 
fers from a 
severe lack of 
imagination. It is 
quite a disap- 
pointment, because all it really 
consists of is a dull eight level 
horizontally scrolling Missile 
Command variant. Each level 
sticks closely to the film plot, 
but they all play exactly the 
same - run along, shoot the 
men, jump over an obstacle 
and shoot more men. Unsur- 
prisingly, this does not tend to 
raise the pulse rate. The music 
sounds exactly the same as 
any other Dave Whittaker tune, 
and the sound effects are just 
as bland. I’m sure somebody 
might find some fun playing 
The Living Daylights, but I got 
bored of playing Missile Com- 
mand years ago. 



I haven’t seen the 
film yet, and 
therefore can’t 
really comment 
on how strong a 
connection there is between it 
and the game. As far as it goes 
though, there are some parts 
that seem very unrealistic, 
such as the fact that Bond’s 
Walther PPK has unlimited 
firepower, he can suffer an 
enormous amount of gunshot 
wounds before he eventually 
dies, and he even has five lives! 
It does seem a pity that there’s 
so little variation between 
levels (short of graphical dif- 
ferences), and the game soon 
becomes a recurring case of 
d£ja vu. 


PRESENTATION 67% 

Instantly forgettable title screen 
and no options. 

GRAPHICS 79% 

Eight impressive scrolling back- 
drops, let down by blocky 
sprites. 

SOUND 49% 

Unremarkable ditty with no rela- 
tion to the Bond theme, com- 
plemented by barely average 
spot effects. 

HOOKABILITY 68% 

Straightforward action, marred 
slightly by a badly considered 
control method. 

INSTABILITY 43% 

The unchanging action doesn’t 
hold the attention for long. 


OVERALL 57% 

An uninspired and slightly repet- 
itive Missile Command variant. 
Not what you’d expect from an 
officially licensed James Bond 
game. 


ZZAP! 64 September 1 987 99 






















fragile peace ensues until the year 
2555, when out of the blue a ‘C’ 
bomb is exploded by an unknown 
force. The resulting explosion rips 
a hole in the space-time con- 
tinuum, leaving a swathe of 
destruction covering five centuries 
either side of the detonation point. 

War machines from each of the 
affected eras engage in a massive 
battle, and as a pilot of one of 
Earth’s Thunderbolt bi-fighters, 
it’s your task to destroy these 
anachronistic airborne interlopers. 

Flying low over the landscape, 
you avoid ground features such as 
buildings, rocks and defence bar- 
riers. Contact reduces the plane’s 
fuel reserve, represented as a 
diminishing bar. A complete loss 


► Chronological conflicts abound 
in Thunderbolt 


Thunderbolt is 

remarkably simi- 
lar to Uridium. The 
graphics are 
reasonable and 
the sound is good, but the 
familiarity of the gameplay and 
concept make the whole thing 
rather tedious. Shop around if 
you’re after a really good shoot 
’em up - you may not find one 
that looks better than this, but 
most will have more content. 


The objective of 
Thunderbolt is to 
W I take control of a 
craft, fly over a 
two-way horizon- 
tally scrolling landscape and 
shoot down strange alien craft 
until prompted to land. If 
you’re thinking ‘that sounds a 
bit like Uridium’, you’d be right 
- because Thunderbolt is a 
shameless clone of the Brayb- 
rook classic. The graphics and 
sound are different, but the 
basic gameplay is identical in 
every respect! Moreover, not 
content with swiping the plot 
and basic gameplay, the prog- 
rammer has also copied some 
of the attack patterns from 
Sanxion and sprites from Delta! 
As a game in its own right, 
Thunderbolt is slick, polished 
and playable - but it’s only 
worth considering if you 
haven’t already got Uridium. 


Chronoclasm Bomb. 

The warring factions agree 
never to use the device, and a 


he warring factions of Earth 
and Proxima are caught in a 
deadlock, with neither side 
having the ability to gain the upper 
hand. However, after many years 
of intense research, both races 
simultaneously discover a weapon 
of terrifying potential ... the 


Unfortunately, 
there’s no com- 
mandment that 
says ‘thou shalt 
not steal some- 
one else’s ideas’ - if there 
were, Gavin Raeburn, author 
of this latest Code Masters 
offering, would be in trouble. 
His previous efforts were the 
highly derivative budget 
games Terminator and The 
Equalizer - and Thunderbolt 
only continues this trend. T ake 
Uridium, give it different back- 
drops, change the sprites, 
knock the playability down a 
couple of marks and you’ve 
got Thunderbolt. It’s not neces- 
sarily bad, but we’ve seen it all 
before. 



MYSTERY OF THE NILE 

Firebird, £7.95 cass, £12.95 disk, joystick with keys 


D eep in the Arabian desert, 
the evil Bedouin Abu-Sahl 
has stolen the priceless 
Jewel of Luxor and plots to sell it 
to the equally despicable South 
American collector Baron von 
Bloefeldt. 

Loyal Egyptian, Al-Hasaan, got 
wind of Abu-Sahl’s plans and, 
determined that the Jewel should 

a' ' 

^,’f Mystery of the Nile 

is neither engros- 

| JHB sing or addictive, 
but there’s fun to 
be gleaned from 
it, mainly due to the stupid the 
scenario and awful graphics. 
The sprites look like 
cardboard cutouts (with 
appropriate animation), and 
the backdrops look like some- 
thing you’d get off the back of 
a Shredded Wheat packet. I 
can’t understand why this isn’t 
on the Silver range - it cer- 
tainly lacks the reward and 
enjoyment of some of Fire- 
bird’s budget titles, which are 
available at a quarter of the 
price. 


stay in its rightful place, has con- 
tacted the American adventurer- 
archaeologist, Nevada Smith and 
his student assistant Janet 
Dwight. 


Smith has managed to pinpoint 
Abu-Sahl’s headquarters to the 
military base at Jarga, and it is to 
here that the intrepid threesome 
must venture in order to foil the 


Having loaded 
Mystery of the Nile 
and laughed 
heartily for sev- 
eral minutes, I 
finally got down and began to 
play the game. Infantile 
graphics apart, Mystery of the 
Nile is actually quite playable. I 
particularly like the way that 
the characters all shuffle 
round to let the controllee take 
the lead, and then leap out of 
the way whenever a shot is 
fired by that character. It’s a 
rather humourous game and 
should be played with tongue 
firmly in cheek. At £8, you 
could certainly do with a sense 
of humour. 


plans of Sahl and retrieve the 
Jewel of Luxor. 

The action commences in the 
bustling market place with Janet 
negotiating the teeming stalls and 
buildings of downtown Luxor. 
Having cleared the initial screens, 
Miss Dwight eventually meets up 
with her colleagues. Each charac- 
ter is controlled independently by 
selecting the required person from 
one of three numbered keys. The 
characters change position so that 
the one under control takes the 
lead, and can use his or her 
specific weapon (Janet’s gre- 


► No, it’s not a Radio One roadshow, it’s the high-tech headquarters 
of the evil Abu-Sahl 





100 ZZAP! 64 September 1987 









of fuel results in the Thunderbolt 
nose-diving into the ground 
below, and thus the end of the mis- 
sion. 

The shift in the time barrier is 
dangerously unstable, making 
landing necessary when the 
chronologically disrupted land- 
scape begins to fluctuate. Suc- 
cessfully landing the craft on the 
nearest airstrip warps your ship to 
the next area of conflict ready to 
continue the onslaught. 


PRESENTATION 65% 

No options and only a basic 
high-score table and title screen. 

GRAPHICS 62% 

Varying from awfully pretty to 
pretty awful. 

SOUND 68% 

Neat effects and an average title 
tune. 

HOOKABILITY 64% 

The action is straightforward (if a 
little uninspiring), but the speed 
takes a lot of getting used to. 

INSTABILITY 47% 

The levels only vary visually, and 
consequently the action loses its 
appeal quite quickty. 

OVERALL 52% 

A reasonably playable but 
unoriginal shoot ’em up in the 
Uridium mould. 


nades, Smith’s revolver and 
Hasaan’s brolly) to defeat the 
hordes of Abu-Sahl. 

As the threesome continue their 
travels, the screen flicks to the new 
location where all of Abu-Sahl’s 
men must be killed in order to pro- 
gress. Every ten screens, a pass- 
word is given that allows direct 
access to that particular section 
on subsequent plays. 


PRESENTATION 88% 

Humourous scenario and plenty 
of options, including a password 
sequence which allows the early 
screens to be by-passed. 

GRAPHICS 40% 

Hi-res backdrops and a gaudy 
colour scheme give a rather 
Spectrumesque feel. 

SOUND 67% 

Suitably Middle-Eastern sound- 
track but few spot effects. 

HOOKABILITY 71% 

The simple control method and 
choice of three characters give 
immediate appeal. 

INSTABILITY 73% 

PLenty of Egyptian locations to 
visit, and the use of passwords 
simplifies progressiqn. 

OVERALL 58% 

A comical, but overpriced 
arcade adventure. 


TRANS-ATLANTIC BALLOON 
CHALLENGE 


Virgin, £7.95 cass, joystick or keys 


C ast your minds back a 
couple of months to when 
Richard Branson domi- 
nated the headlines with his inter- 
minable attempts to get a balloon 
across the atlantic. Well, now you 
have your chance to participate in 
this exciting and necessary event, 
by taking the grinning beard’s 
place and attempting to emulate 
his achievements. 

The game takes the form of a 
two player balloon race between 
your Virgin balloon and an 
annonymous challenger. Each 
player is given control of a flock of 
three sonic-beam spitting eagles, 
used to guide and defend their bal- 
loon as it makes the perilous jour- 
ney across the sea. The birds are 
also used to sabotage the oppo- 
nent’s balloon and reduce his 
chances of success. 

The screen is split horizontally, 
with the Virgin Balloon at the top. 
To the left of each display area is a 



The effort that 
went into 

generating public 
interest in this 
ballooning non- 
event was admirable, if not 
totally over the top. Our local 
radio station covered just 
about every minute of the jour- 
ney and every telly news bulle- 
tin showed pictures of the 
floating Cheshire cat. Now 
we’ve been treated to an infan- 
tile and unchallenging com- 
puter game! There simply isn’t 
enough in the gameplay to 
amuse a player for more than 
an hour - all you have to do is 
protect your balloon from two 
types of hazard and occasion- 
ally change the controls. It’s 
true to say that the player is 
kept busy - but the action is 
just too boring and overpriced 
to be worthwhile. 


status panel containing three bars, 
representing Fuel, Altitude and the 
eagle’s Energy Status. Also pre- 
sent is a map showing the bal- 
loon’s position. On the right hand 
side are four icons which are acti- 
vated to move the balloon left and 
right, increase altitude or switch 
screens (so that your eagle can 
visit the opponent’s screen). 

The eagle loses energy as it flies, 
causing its bar to shrink. Sitting on 
top of the balloon replenishes the 
lost calories and the bar adjusts 
accordingly. The problem with this 




rv * 



1 


Once again that 
bored 

businessman hits 
the headlines - 
and his game hits 
the fan. Trans-Atlantic Balloon 
Challenge is completely and 
utterly dire - I cannot pour 
enough scorn on this patheti- 
cally contrived program. The 
link between the farcical aerial 
escapades of Mr Branson and 
this ‘game’ is tenuous to say 
the least. Save for the fact that 
it features a red balloon with 
‘Virgin’ slashed across it, 
there is no real connection with 
the challenge proper. The 
addition of ‘sonic beam spit- 
ting eagles’ to spice up the 
action is the final straw. There 
is some Trans- Atlantic, a little 
Balloon, but absolutely no 
Challenge whatsoever. I bet 
Mr Branson hasn’t seen it. 


is that the bird’s weight causes the 
balloon to lose altitude! The bird 
dies when its energy drops to zero, 
and it is then replaced by one of its 
colleagues. 

Throughout the crossing an 
unfriendly biplane flies in and. if left 
alone, drops either a pot of paint or 
puncture device. If ignored, these 
deadly objects cause the balloon 


► It’s the battle of the sonic beam-spitting Eagles - and not a lesser- 
spotted Branson in sight 


QQ11QQ 




As if the event 
itself hadn’t been 
over-hyped to the 
point of internal 
collapse, here’s a 
computer game just to remind 
you of the ‘thrilling’ Atlantic 
crossing. I wouldn’t mind if it 
was a good game, but it isn’t. 
The two player mode is very 
badly designed, and a game 
only lasts a minute or two 
before one player’s balloon 
plummets into the sea. Playing 
against the computer is even 
worse - the wally of an oppo- 
nent is completely unchalleng- 
ing and is disposed of within a 
minute. The graphics are poor 
and only the title music stands 
out as being good. At eight 
quid it just doesn’t offer good 
value for money. 


to lose height. Large missiles also 
cause grief and deflate the balloon 
completely if they hit their target. 
Children occasionally sail past, 
carried through the air by bunches 
of balloons. These yield extra 
points if collected, or remove 
some of the existing score if 
destroyed. 

The game ends when both bal- 
loons have burst, all the eagles are 
dead or one of the players crosses 
the Atlantic. However, scraping 
your balloon off the Ulster land- 
scape is not recommended, and 
dropping the game in the Irish sea 
only serves to irritate the 
coastguard - happy record break- 
ing! 


PRESENTATION 74% 

One or two player option and 
sensible, (if a little unaesthetic) 
on-screen presentation. 

GRAPHICS 38% 

Mostly simple and uninspired. 

SOUND 79% 

Apleasant ‘floatalong’ Rob Hub- 
bard tune plays on the title 
screen. 

HOOKABILITY 32% 

The simplistic action is almost 
too easy to get to grips with. 

INSTABILITY 19% 

Shouldn’t appeal for more than a 
couple of goes. 

OVERALL 23% 

A poor piece of software which 
offers little to an intelligent 
games player. 


ZZAP! 64 Sept 1 987 101 









CONVOY RAIDER 

Gremlin Graphics, £9.99 cass, £14.99 disk, joystick only 


sail from port when things are 
looking grim, and has to be found 
before the ship sinks. Accessing 
the map screen shows the position 
of both ships. A notched circle 
representing the current heading 
is shown at top right, and can be 
rotated left or right to change the 
current heading. When the repair 
ship is found, the ship is fixed and 
can continue on its mission. 


No sooner have 
Gremlin cheered 
us up with their 
stunning new 
release Re-Boun- 
der, than they go and bring 
Convoy Raider to bring us back 
down again. It attempts to be 
an arcade/strategy game, but 
in truth it lacks the qualities of 
both. The three sections are 
visually bland, and only the 
‘depth-charging subs’ section 
entertains to any degree. In 
fact, the anti-aircraft section is 
almost poorer than the equiva- 
lent part in Beach Head, which 
is now almost four years old. I 
really can’t recommend this. 


weapon has its own activation 
system, so only one type can be 
used at a time. 

The main screen consists of 
three radars, showing the relative 
positions of enemy ships, aircraft 
and submarines in your vicinity. 
Beside each radar disc is an icon 
which flashes yellow when an 
enemy attack is imminent, and red 
when the enemy are attacking, 
allowing the corresponding 
weapon to be accessed. 

A missile and plane attack look 
very similar. The player controls a 
gun at the bottom of the screen 
and shoots down the flying craft 
as they come over. 

When depth charging, the 


helicopter and submarine are 
shown on a representative screen. 
A marker moves up and down and 
the fire button drops charges. The 
depth charges explode at the point 
where the marker was when they 
were released. 

Enemy shipping is destroyed 
using the video-linked exocet sys- 
tem. The player keeps the missile 
on course using the joystick, guid- 
ing it towards a ship before it runs 
out of fuel. 

The ship is damaged if an 
attacking craft is not destroyed. As 
damage is inflicted, a display of the 
ship on the status screen changes 
colour from an undamaged black 
to ruined red. A repair ship sets 


► Your depth-charging helicopter plays a pensive game of cat-and- 
mouse with an enemy sub 


► Belting along at 34 knots, your Convoy Raider patrols the coast of 
a friendly nation 


Take a couple of 
slices of Beach 
Head, add a sub- 
standard missile- 
guiding sequ- 
ence and a touch of the 
ancient Depth Charge arcade 
game - then half-bake the 
whole mixture. Finish it off with 
some below-average graphics 
and the barest of sound 
effects. The result? Convoy 
Raider - a bland mixture of 
ancient ideas. There simply 
isn’t enough in it. All three sub- 
games offer very little in the 
way of action or addiction, and 
the whole game simply 
doesn’t hang together. If you 
want some salty action, buy 
Destroyer instead. 


E ver fancied being the Captain 
of a modern warship? If you 
have, you’ll be pleased to 
know that you can now live out 
your fantasy with Gremlin 
Graphics’ Convoy Raider. As 
commander of a modern battlec- 
ruiser, your mission is to patrol the 
inner sea, protecting the ship from 
enemy attacks. 

The versatile vessel carries 
three types of weapon - Exocet 
ship-to-ship missiles, Airwolf ship- 
to-air missiles and a depth-charge 
dropping Helicopter. Each 


Strategy/arcade 
games such as 
Convoy Raider are 
something of a 
new area for 
Gremlin, and it would seem 
that they didn’t realty know 
where to go with this idea. It’s 
neither strategic enough for 
wargamers, nor of a sufficient 
quality to appease an arcade 
freak. The three main sections 
are all fairly derivative, espe- 
cially the anti-aircraft scene 
which is straight out of Beach 
Head (a game which is now 
collecting its pension) without 
even improving on the basic 
theme. If there were a little 
more variation within the 
game and more control over 
the different sections then it 
just may have been something 
special. Unfortunately there 
isn’t, and it isn’t. 


PRESENTATION 78% 

Well laid out, with an easy to use 
! icon system. 

GRAPHICS 41% 

Occasionally detailed, but in all 
the wrong places. 

SOUND 9% 

Sparse and grating white noise 
effects. 

HOOKABILITY 38% 

There’s no problem starting - it’s 
just that the action lacks reward 
| or exbitement. 

| INSTABILITY 21% 

The mixture of old ideas fails to 
capture the imagination for more 
i than a couple of plays. 

OVERALL 28% 

An unremarkable attempt at an 
arcade wargame. 



1 02 ZZAP! 64 September 1 987 










I 


[ 





I 





And the fourth, the “Gauntlet cSKSn^^^sbeen specifically 
designed for the “World Class Leaderboard” challenge - only those 
who can master the testing conditions 

of the best golf courses in the world will come near to mastering 
“The Gauntlet”. 

Whether at novice, amateur or M 

professional levels, “World Class vjp 

Leaderboard” will challenge you with 
the same demanding strategy, skill 
and decision making options set 
by its real life ( 

counterpart. M !r A 


The Gauntlet - designed to create the greatest test of a 
Lgoifer’s true skills and abilities. Few courses combine such a 
Searching trial of accuracy and courage, harrowing and 
■perilous in the extreme. 


Rouno i 


In honour of the outstanding excellence of this, the 
ultimate golf game, (JLS. Gold have organised a 
competition to find the European Computer Golf 
Champion of 1987. In every World Class Leaderboard 
game there is a scoreboard. Practice your skills, test 
your courage and then play your best possible round 
on the Ultimate course —The Gauntlet — Record your 
best score, have it verified by an independent witness 
and send it to U.S. Gold. Novice, Amateur and 
Professional - there’s a prize for each:- 

I Professional: a full set of Ping golf dubs — “the 
ultimate club in the world.” 

Amateur: a full set of Gallagher golf clubs — a 
superb asset in improving your game. 

Novice: 10 free golf lessons with the “teaching 
i professional” of your local golf dub. 

I When all entries have been received 
* — closing date 31st September 1987 — the top 
I four players at each level will be called to a 
■ central venue to play-off for 
■ the title European Computer 
i Golf Champion 1987 and 
■ receive their trophies 
B and prizes. 


routH 

snap 


turn 

VftfiDS 


HOlt m ( 
PWR «t 

roudo i 

JRCK 


POUtR 

snap 


|t CBM 64/128 £9.99 TAPE £14.99 dTsk 

AMSTRAD £ 9 .9 9 TAPE £ 14.^9 DISK 
SPECTRUM 48/1 28K £8.99 tapf 
SPECTRUM + 3 £12.99 DISK 

tl.S. Gold Ltd., Units 2/3 Holford Way, Holfotd, Birmingham B6 7 AX. Tel: 021 356 3388 


screen shots from CBM 64128 version 









/ 

i 


i 

S 


i 


: 

1 


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i 

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I 








XvSxS;: 


J ADDITIONAL 
DISCOUNTS FOR 
SUBSCRIBERS! 




Please send me the following items: 


Title (BLOCK CAPITALS please) 


Software House 


£1 off any single order worth more than £20 
50p off any single order worth more than £10 
(only one discount per order) 


sub-total £ 
less discount £ 
Total enclosed £ 


DELIVERY ADDRESS 


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I wish to pay by Visa/Access (Delete as applicable) jjS - 

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Signature. 


ZZAP! MAIL ORDER PO BOX 20, LUDLOW SHROPSHIRE SY8 1 DB 


SOFTWARE 
BY MAIL 

When it comes to buying 
games, you can spend a lot 
of hard-earned money 
trudging to you local com- 
puter store - only to find that 
they haven’t got the game 
you want in stock. Our Mail 
Order Queen, Aggie, will do 
everything in her power to 
get any game you might 
want. 

Apart from saving money 
on bus fares, the Aggie way 
of buying software means 
your game arrives through 
the letterbox, wrapped in a 
tastefully stapled jiffybag. 
We don’t charge for post- 
age, and we even allow you 
to save money - check out 
our Discount Schemes! 

ANY of the software 
reviewed in this issue of 
ZZAP - or in any back issue 

- can be ordered via Aggie’s 
Mail Order service. All you 
have to do to buy a game is 
use the price given in the 
review, or the known retail 
price, fill in the form, calcu- 
late the discount Aggie’s 
going to allow you and send 
a cheque/postal order or 
credit card order off to her. 

If you have a query on the 
price or availability of a 
game, give Aggie a ring 
before you place your order 

- it’s worth checking by 
phone first if you’re ordering 
unusual items ... 


SUBSCRIBER DISCOUNTS 

CO,, “ £50 ° " “ *■*“’"> - •wbscriber, m.k. sure you wrtt. in 

HOW TO PAY 

Ple asem ake cheques/Postal Orders payable to NEWSFIELD LTD. It you want to pay by Access or Visa, till in the form below and make sure 
an sorts otexp^nlfreprobleml"' 1 ° n ’ t ° aSh * hr ° U9h * he pOSt " “ clo9s up the posties ’ sortin 9 machines and results in delay and 


Please do not enclose this form and your payment with a competition entrv or anv other letter to 77 api k . 

and painful) delay could be result. Your order might even be lost completely, which would be sad. So deaf with Aggie direct, okay? 6 ^ 009 






ii iou. . , me rider is toppled and 

the landscape scrolls swiftly to the 
next convenient position where 
the rider can be put back on the 
course. When the screen is scrol- 
ling the timer counts twice as fast 
as a penalty for the mistake. 

Whe t you get bored of riding the 
preset courses, the editor can be 
accessed from the title screen to 
create new routes. When a course, 
or series of courses have been 
created or modified they can be 
raced over and saved to tape or 
disk for later use. Now you can 
build the most horrifically difficult 
courses and challenge your 
friends over them - he he! 


~ f After being none- 
too impressed 
with the first 
Kikstart (and the 
subsequent 128 
version), I am slightly less dis- 
enchanted with this latest 
offering. To say the graphics 
have been improved is some- 
thing of an understatement - 
they’re now very smart indeed 
and give the game a much- 
needed shot in the arm. Unfor- 
tunately, however, the gamep- 
lay remains very similar to the 
first, and I find it rather frus- 
trating and tiresome to play. 
The course designer is, with- 
out doubt, the real star of the 
show, and for fans of the origi- 
nal it should more than justify 
the purchase of this new ver- 
sion. After all, it’s what they’ve 
been after for the past two 
years. 


R ev that throttle, pull a wheelie 
and burn across the dirt track 
- Kikstart is back with a ven- 
geance. This enhanced version of 
the classic motorcycling simula- 
tion boasts 24 new courses, 
improved graphics, tweaked 
gameplay, a couple of new 
hazards and a course designer. 

Either one or two players can 
tackle a combination of any five 
courses at one time. The screen is 
split horizontally, with each motor- 
cyclist viewed side-on. There are 
five separate timers above each 
display (one for each course), a 
total time elapsed meter and a 
speedometer. 

The start of a race is announced 
by a klaxon, and both cyclists 
zoom off over the scrolling 
courses. The bikes accelerate, 
decelerate, wheelie or jump, 


V ' ^ If you’ve got little 

M t ^ patience and are 

^ easily annoyed, 

then Kikstart II 
could drive you 
hopping mad. If you’re like me 
and love the Kikstart series 
you’ll love every minute of it. 
Controlling the bike isfrustrat- 
ingly hard to master, but the 
game’s great addictiveness 
keeps you playing and playing. 
When you get bored of the 24 
programmed courses, you can 
design your own with the built- 
in screen editor. At two quid 
Kikstart combines great value 
for money, variety, addiction 
and long-lasting appeal. 


M k ‘ Jy., This is it! Exactly 
’U? what us Kikstart 

fans have been 
waiting for. The 
graphics are vas- 
tly improved, with far, far bet- 
ter motorbikes and back- 
drops. The addition of a 
speedometer and slightly 
tweaked controls make riding 
the bike slightly easier and 
more precise - you can now 
attain the right speeds for 
negotiating obstacles without 
the need to guess. The screen 
editor takes a couple of hours 
of getting used to, but courses 
are assembled easily enough 
once the designer is familiar. 
The best thing though, is that 
the editor and game are both 
loaded at once - there’s no 
clumsy loader involving sev- 
eral loads and reloads. Kikstart 
II is extremely well thought out, 
offering two player simultane- 
ous action, a brilliant com- 
puter opponent and an excel- 




depending on the way the joystick 
is moved. 

Hazards litter the courses. 
Steps and Picnic Tables are 
jumped over, and Tyres, Hedges 
and Barrels have to be crossed 
quickly - however, the opposite is 
the case for Ramps, Sand Pits, 
Brick Walls, Screen Walls and 
Gates. Mud patches slow the bike 
down and spikes and flame shoot- 
ers completely wreck it! 

If an obstacle is attempted 


While player one is about to 
traverse the garden walling 
blocks, player two struggles over 
an enormous spring-loaded 
platform 


Among the many simple obstacles that bar your path, you also have to 
run the gauntlet of flame throwers that can turn the unwary biker to 
charcoal 


lent screen designer for only 
two pounds. How can you 
resist? 


KIKSTART II 


Mastertronic, £1 .99 cass, joystick or keys 


PRESENTATION 91% 

Very polished and user friendly, 
with one or two player option and 
a well thought out designer. 

GRAPHICS 79% 

Much improved overthe original, 
with lovely use of colour. 

SOUND 42% 

Reasonable sound effects and a 
bland title ditty. 

HOOKABILITY 82% 

Initially frustrating, but improving 
course times is thoroughly 
enjoyable and maddeningly 
addictive. 

INSTABILITY 90% 

Twenty-four courses and a 
screen designer to keep you 
scrambling for months. 


OVERALL 86% 


Just what Kikstart fans are wait 
ing for — virtually unlimited dirt 
bike riding. 


r m 

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■$< 



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77 A PI 64 September 1 987 1 05 














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STAR PAWS 

Software Projects, £5.95 cass, £10.95 disk, joystick only 

•John Darnell’s finger-licking frolics across the spaceways 


A stro-telexes are notori- 
ously unreliable - espe- 
cially the Series Seven. 
Because of this, a message to 
‘Captain Neil Armstrong’ actually 
arrived addressed to ‘Captain 
Rover Pawstrong’. This minor 
error means that an inexperienced 
canine space officer has been sent 


on a mission for which he is totally 
unsuited - and the future of the 
free Universe depends upon his 
success! 

A band of mercenaries have 
begun breeding the Tasty Space 
Griffin, a selected delicacy among 
the Universe’s populace and pow- 


mw Deep below the ground, Rover must choose between a lamp or a 
griffin 


erful force on the stock exchange. 
By flooding the market with birds, 
the mercenaries intend to 
destabilise the Universe’s monet- 
ary system and then, with Govern- 
ments in chaos, they can step in 
and take control of the Free 
Worlds. 

Strong of heart (but weak of 
mind), Pawstrong sets forth on his 
mission, eventually landing upon 
the small moon of a distant planet 
where the mercenaries have set up 
the Griffin farm. Pawstrong’s mis- 
sion is to destroy all 20 Tasty 
Space Griffins using only his cun- 
ning (and one or two thermonuc- 
lear devices that are thoughtfully 
provided along the way). 

Pawstrong and the scrolling 
lunar landscape are displayed in 
the screen’s upper half, while 
below lies an information panel 
showing a list of the objects col- 
lected and a scanner giving the 
relative positions of the nearest 
Space Griffin and our spacesuited 
hero. Rover’s energy is repres- 
ented by a cooked Griffin, which 
disappears with time to reveal the 
bony carcass beneath. When the 
full skeleton is visible Pawstrong’s 
efforts come to an abrupt end. 

The daring doggie can attempt 
to capture the birds by hand, or 
can utilise a variety of equipment. 
This is dropped from a supply ship 
which constantly whizzes around 
the moon. When Rover comes 
across one of these crates, it’s 


automatically unpacked and the 
equipment is added to his store. 
The name of the item found is 
revealed in the slot below the main 
screen. There are nine different 
items to be collected ranging from 
extra weaponry and transport to 
food and a bonus puzzle which, if 
correctly rearranged within a time 
limit, awards the player with a 
bonus score. 

Below the surface of the moon, 


T he humourous slant in Star 
Paws makes quite a 
change from the usual ‘life and 
death’ scenarios. It’s quite an 
appealing game; easy on the 
eye and gentle on the brain. 
The gameplay is deceptively 
simple - what appears at first 
sight to be a rather dull chase 
game eventually ends up being 
extremely captivating, and 
addictive enough to warrant 
long-term attention. The chal- 
lenge is also consistent: no 
matter how many birds you’ve 
despatched, the next capture 
is just as pleasing as the last. 
Complete with lovely graphics 
and some really smart parallax 
scrolling, I’m sure Star Paws 
will appeal to many people - 
and its mid-range price makes 
it a real bargain. 


1 06 ZZAP! 64 September 1 987 








I t’s really nice to see some- 
thing as refreshingly play- 
able as Star Paws come into 
the office. I don’t what it is that 
sets it apart, the graphics and 
sound are competent but 
that’s not the point, there’s 
some indefinable quality about 
the gameplay that keeps you 
coming back for more. Like I 
said, I don’t know what it is - if 
I did I’d be raking in the dough 
designing games for software 
houses. Star Paws is just great, 
and however simplistic that 
may sound it’s still the truth so 
tough luck. The greatest 
recommendation I can afford 
to this game is that it’s one of 
the few games we played 
because we wanted to and not 
because we had to. 


A s the first of Software Projects’ new mid-price range, Star 
Paws is going to have a lot to prove - luckily, it’s got a hell 
of a lot going for it. It’s original, pretty, funny, addictive and 
great value for money. Although at first it seems that it’s going 
to be easily completed, the going is deceptively tough and 
requires constant attention. The graphics are not as polished 
as they might have been, and the occasional bug appears dur- 
ing play, but otherwise this has been one of the most enjoyable 
games in the office for quite some time. I suppose that Star 
Paws’ main appeal is that it has no pretensions, it’s simply a 
playable and enjoyable game. 


PRESENTATION 91% 

A novel loading screen, cinema- 
tic scenario, rolling demo and 
‘paws’ mode. 

GRAPHICS 92% 

The impressive title screen is a 
good taster for the outstanding 
scrolling, backdrops and anima- 
tion. 

SOUND 79% 

A racy Hubbard soundtrack 
plays continuously - pity about 
the lack of effects though. 

HOOKABILITY 78% 

Accessing the equipment tends 
to be difficult and the control of 
Pawstrong proves a little fiddly 
at first. . 

INSTABILITY 94% 

There’s four entertaining sub-, 
games, and catching all 20 birds 
presents an absorbing chal- 
lenge. 

OVERALL 90% 

A humourous and unusual 
release from Software Projects. 


matter transporter allows Rover to 
be teleported to his laser gun 
which lies on another part of the 
moon. Here he bombards Griffins 
from the catapult-style weapon - 
once he has found their range. 
However, the crafty Griffins occa- 
sionally produce a trampoline, 
sending Rover’s missiles back the 
way they came . . . with devestat- 
ing results. 


lies a hidden mine with six levels of 
passages which are also inhabited 
by Griffins. A hidden map shows 
the levels and connecting 
elevators, and a mining lamp 
allows Pawstrong to make light of 
the situation. It’s also within this 
mine that ammunition for 
Pawstrong’s laser gun is found. 

Collecting and activating the 


Pawstrong receives another special delivery - courtesy of his 
Ml personal flying saucer service 

Whenever any of the birds are 
destroyed the supply saucer 
comes spinning down and collects 
the corpse, presumably to take 
them back to headquarters - they 
are delicious after all! 


Precariously balanced on his high-powered rocket, Pawstrong 
goes in search of dinner 


i 

I 


1 







GAME OVER 


Imagine, £8.95 cass, joystick only 


A rkos, Lieutenant of Queen 
Gremla’s all-powerful 
army, has become disil- 
lusioned with his monarch’s grow- 
ing greed and cruelty, and has 
vowed to overthrow her. 

Commencing in the deepest 
depths of the Planet Prison, Arkos’ 
objective is to run and jump from 
left to right across 20 hazard-filled 
flick screens. Lifts take him to 
higher levels, and sometimes pro- 
vide moving stepping stones to 
the next part of the landscape. 
Arkos can fall off a lift as long as 
there is solid ground to break his 
fall - but tumbling into void results 
in a loss of one of his three lives. 



If you cast your 
minds back to the 
previous 
Imagine/Dinamic 
release, Army 
Moves, you’ll remember that it 
was considered to be very 
good, but a touch too difficult. 
Well, here we go again . . . 
Game Over is extremely nice to 
look at and great to listen to 
(there’s a splendid Galway 
soundtrack) - but it’s an abso- 
lute swine to play. There’s 
plenty of action, but death is a 
frequent visitor and once 
again you have to go all the way 
back to the start of each level 
when you’re killed - some- 
thing that I find annoying in any 
game. Game Over is challeng- 
ing, but far too frustrating to 
be considered an essential 
purchase. 



While playing 
Game Over, I sud- 
denly .twigged 
that it’s very simi- 
lar to Hewson’s 
Exolon. Both feature a charac- 
ter who has to battle over a 
series of flick screens to a set 
goal. However, in this game 
the character is extremely 
sluggish to respond to the 
joystick and has an awkward 
jumping action - making 
jumping from platform to plat- 
form very tricky. Even worse is 
a bug where the armoured fel- 
low falls through the floor in 
certain situations. Even 
though these annoyances are 
almost unbearable, the action 
remains addictive, fired by the 
urge to progress. The title 
music deserves a mention, but 
otherwise there’s nothing out- 
standing to warrant the price. 
Take it or leave it. 


The dungeons are far from 
empty, and within seconds of the 
mission starting the air is filled with 
flying Guardian Robots which fire 
at the renegade soldier. Each hit 
sustained results in a loss of 
energy, displayed at the bottom of 
the screen as a diminishing bar. 

For protection, the warrior car- 
ries 20 hand grenades and a blas- 
ter with unlimited rounds. Pressing 
the fire button rapidly activates the 
laser gun - keeping the button 
depressed launches an all- 
destroying grenade. 

As he progresses through the 
environment, Arkos encounters 
red and white barrels. When these 
are destroyed (by three laser 
blasts), they reveal a mystery fea- 
ture which is picked up when 


▲ Two Guardian robots close in for the kill. Could this be Game Over for 
Lieutenant Arkos? 


More marshy land is endured 
before the 19th screen is reached. 
Here, three Giant Robots appear 
and have to be shot 20 times 
before they’re turned to scrap. 

After the clash with the robots 
comes a testing trip through the 
forest land to Gremla’s Palace. 
Here, blaster and grenades are 


exchanged for a 25 round laser 
cannon, Arkos takes on fireball 
shooting Leiser-Freisers and 
jumping Kaikas before reaching 
the Giant Guardian. This monster 
soaks up 75 well-aimed shots 
before leaving his post. With that 
destroyed, Arkos is free to com- 
plete his assassination mission. 



Arkos scurries across the screen 
just as an attack craft tries to 
strafe our hero 

a 

touched. These features include 
extra Grenades, an energy 
replenishing Heart, a ‘Pow Up’ 
sign which increases his fire power 
and a protective Force Field offer- 
ing limited protection from enemy 
fire. Occasionally a mine appears, 
blowing up the hero if accidently 
collected. 

After the prison chambers 
comes a slimy swamp, where fat 
green monsters (not unlike Liddon 
in stature), emerge aggressively 
from the ground. If this marshy 
land is negotiated and screen 1 1 
reached, a huge mud-gobbing 
monster appears and blocks the 
route. Shooting this disgusting 
fatty 40 times rids it from the face 
of the planet, but quick action has 
to be taken before it’s rapidly-spat 
death phlegm depletes the hero’s 
energy. 



.ir I Once again you 
boldly go where 
no man has gone 
before, to kill, 
maim, and gener- 
ally make a nuisance of your- 
self. Game Over isn’t startlingly 
novel, but does have a certain 
addictiveness that keeps you 
playing, for a while at least. 
The control method is slug- 
gish, and the main character 
not only looks like a deep sea 
diver, but moves like one as 
well. Consequently the game 
is difficult and frustrating - but 
the action remains strangely 
addictive. The title music is 
superb, but the in-game 
effects are very bland indeed. 
There are plenty of this type of 
game around - so take your 
time choosing. 


PRESENTATION 78% 

Competent throughout, with well 
documented instructions. 

GRAPHICS 71% 

Blocky sprites, but reasonable 
backdrops. 

SOUND 92% 

Great title tune (complete with 
sampled effects) - the in-game 
effects are rather poor though. 

HOOKABILITY 63% 

The control method is very con- 
fusing - but the game’s addictive 
nonetheless. 

LASTABILITY 66% 

Plenty of action if you’re pre- 
pared to stick with it. 

OVERALL 68% 

A challenging, if rather frustrat- 
ing shooting/exploring game. 


1 08 ZZAP! 64 September 1 987 



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f"* r po£Z Mar t* 
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Gremlin Graphics Software Ltd., 

Alpha House, 10 Carver Street, Sheffield SI 4FS 
Tel: (0742) 753423 


xiteo*"' 01 

“ssr. 


CBM 64/128 SPECTRUM 48/128K 

Cassette £9.99 Disk £14.99 Cassette £7.99 


AMSTRAD 

Cassette £9.99 Disk £14.99 



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It’s time to delve back into the depths of history- one and a half years ago to be 
precise. The items under scrutiny are ZZAP! issues 1 1 and 12 the March 
and April issues of 1986. Julian Rignall and Steve Jarratt take a look at 

the games reviewed and decide how the software in question would 
hold its own today. 






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Controversy erupted over this 
sequel to Nodes of Yesod. Gary 
Penn thought Charlie Fotherin- 
gham Grunes’ second lunar adv- 
enture to be a little too similar to 
his first. ‘I didn’t enjoy the experi- 
ence quite so much the second 
time around’ he complained. 
Julian and Gary Liddon were per- 
fectly happy though, and argued 
until sizzler status was awarded. 
‘A truly great game’ commented 


Mr Liddon, while Mr Rignall 
described it as ‘an excellent 
arcade adventure’. 

Arc of Yesod plays very similarly to 
Nodes, but its great graphics and 
interesting features make it differ- 
ent enough to be exciting. There 
are plenty of better arcade adven- 
tures around these days , but Arc 
of Yesod still provides a bit of fun. 
JR 


I only ever played Arc of Yesod, so 
I can’t really comment on the simi- 
larity between it and Nodes - but 
it’s a great game in its own right. 


(Jaz) It was rated just right at the 
time. Nowadays though, all the 
ratings except Presentation and 
Sound should go down by about 
10 %. 

i § M S MMMSm il i Itetili iiSII 

(Steve) I’ll second that opinion. 



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The only game to reach sizzler 
status during April 1 986 was Mar- 
tech’s officially licensed game of 
the plastic Zo/ds toys. The action 
was far from kiddie though, and 
the team spent many hours puzzl- 
ing over the ZoicTs operation. 


Julian’s observation that 1 Zoids is 
a game which will keep you 
occupied for months’ seemed to 
hold quite true. Paul was impre- 
ssed with the game’s depth, 
describing it as ‘one of the best 
arcade/strategy games I’ve seen’, 
and Gary Penn followed suit say- 
ing that ‘ Zoids is amazing’. 

The trouble with Zoids is that it’s 


Presentation 82% 

A few options and 
attractive on screen layout 

Graphics 96% 

Eloquent backdrops, full of 
detail and atmosphere with 
equally attractive sprites. 

Sound 83% 

Some good tunes and 
befitting FX. 

Hookablllty 92% 

Although the game is a 
mite derivative it still 
proves compelling to both 
play and map 

Instability 91% 

A harder game to complete 
but just as absorbing. 

Value For Money 
90% 

Maybe not so worthy if 
you've already bought 
Nodes But then if you 
liked it or haven't got the 
original, Arc offers a bit 
more for a little less. 

Overall91% 

An improved version of 
Nodes can only be an 
example of an excellent 
arcade adventure. 


Presentation 98% 

Very comprehensive 
instructions and brilliant 
on screen presentation 

Graphics 87% 

Excellent windowing 
system, well thought out 
icons, but the central map 
screen scrolls wobbily 

Sound 91% 

An atmospheric Rob 
Hubbard piece which suits 
the game periectly 

Hooka bility 90% 

Because it's so tough it's 
very tough to get anywhere 
without a lot of practice 

Lastability 98% 

Once you get going, 
though, the Zoid conquest 
becbmes highly involved. 

Value For Money 
96% 

Merging with a Zoid works 
out cheaper than buying a 
placcy one 

Overall 96% 

A very challenging and 
excellent arcade 
adventure/strategy- shoot 
em up 


110 ZZAP! 64 September 1 987 


incredibly difficult to get in to. Per - 
severence pays off though , and 
once you get into the action 
there’s a whole new environment 
to explore and learn - the depth 
and complexity is incredible. 

JR 

I slaved long and hard over Zoids 
- and got absolutely nowhere. 
Although being graphically impre- 
ssive and very atmospheric (gen- 
erated by the incredible Hubbard 
soundtrack), the game was 
severely lacking in playability and 


was far too difficult. 

SJ 


(Jaz) Apart from the excessive 
Hookability mark (the game is very 
difficult to get into), I think that the 
ratings remain accurate. 


(Steve) Presentation, Hookability 
and Lastability down to mid- 
eighties. Sound up slightly and 
overall 88% - not sizzler material 
these days. 









is that it’s difficult to play and con- 
sequently very frustrating. Still [ 
practice makes perfect. 

JR 




Impressive animation and realistic 
gameplay helped to create a great 
atmosphere. Difficult to get to 
grips with but rewarding once 
mastered - acclaimed at the time 
and deservedly so. 


(Jaz) Graphics down to the low 
nineties, and Hookability, Instabil- 
ity, Value and Overall down to the 
low eighties. I don’t think it would 
make a sizzler today - especially 
with the highly playable Street 
Sports Baseball as competition. 


simulations.’ Hardball was also a 
firm favourite with Paul Sumner, 
who thought it ‘the most impres- 
sive baseball simulation yet seen. ’ 

Hardball has some of the biggest 
and most realistically animated 
sprites ever seen. The only trouble 


mated figures. Many hours of work 
were lost as the team challenged 
one another and the computer to a 
nine innings game. 'Hardball sets 
new standards in gameplay, depth 
and animation’ ejaculated Rignall, 
and Penn was happy to admit that 
it was ‘one of my favourite sports 


(Steve) The Graphics were good 
but lacked variety - down five per- 
cent or so. Lastability, Hookability 
and Overall should come down by 
ten percent - it’s a good simula- 
tion, but ultimately repetitive. 


Although by no means the first 
baseball game, Hardball proved 
popular due to its impressive ani- 


I was surprised by how quickly I 
tired of Uridium. The gameplay 
soon reduced itself to a specific 
routine for each ship, which was 
memorised and repeated time 
after time. Beauty is only skin deep 
after all. 


MMWMWt 


When Andrew Braybrook’s much 
awaited horizontally scrolling 
shoot ’em up arrived, all work 
ground to a halt. The reviewing 
team battled Uridium for hours 
until forced back to their word pro- 
cessors to write their comments. 
‘Immaculate in both its execution 
and conception’ was Liddon’s 
innermost thoughts, and Penn 
proclaimed it the be ‘one of the 
most addictive and spectacular 
shoot ’em ups yet seem on any 
home computer’. Rignall’s simple 
comment, ‘what an absolutely bril- 
liant shoot ’em up’ summed up his 
simple feelings. 

I enjoyed playing this classic shoot 
’em up, but in the end I found 
myself just hanging around waiting 
to land - the shooting action all but 
disappeared. 

JR 


(Jaz) Graphics and Presentation 
down by 3%, Sound down to 80% , 
Hookability and Lastability down 
by 5% apiece and Value and Over- 
all down by 6% each. In retros- 
pect, I don’t think it quite deserved 
a sizzler. 


(Steve) The Hookability, Lastability 
and Sound dropped to high 
eighties although the Graphics are 
still deserving of a high nineties 
mark. Overall to around 90% - I’d 
be in two minds about a sizzler rat- 
ing by today’s standards. 


V W. taiM 


fp- w 


(Jaz) It deserves every mark it got 
- although perhaps the Presenta- 
tion should be just a little higher. 
It’s a classic. 


ZZAP! 64 September 1987 111 


Presentation 95% 

Well thought out options, 
and excellently contrived 
joystick control 


Graphics 96% 

Stunning graphics, 
especially' the animation on 
the giant size players 


Sound 68% 

Roar of crowd and a few 
jofly (ingles 


Hookability 91% 

Ease of use allows the 
player to instantly become 
a baseball star 


Lastability 92% 

A tough nut computer 
opponent and two player 
option means that Hardball 
will be played long after the 
baseball season is over 


Value For Money 
93% 

The second best thing to 
the World Series 


Overall 93% 

A truly realistic sports 
simulation which sets new 
standards 


Presentation 95% 

No options as such but 
features such as Benson 
and the excellent, 
atmospheric title sequence 
that gets you straight into 
the game literally , make 
up amply for this apparent 
deficiency 


Graphics 98% 

Fast, effective 3D vectoi 
graphics 


Sound 67% 

Some very good sound 
effects, but little else 


Hookability 97% 

Incredibly easv to get into 
since you choose the 
action' 


Presentation 99% 

Slick in every aspect and 
many useful options 


Lastability 99% 

Lots to explore, three ways 
of completing the game 
and the ever present urge 
to improve that final score 


Graphics 99% 

Incredible high speed, 
smooth scrolling 
backgrounds, superlative 
sprites and exceptional use 
of colour. 


Value For Money 
97% 

Just under ten pounds for 
an alternative way of life 


Sound 94% 

Great title screen tune and 
highly effective FX 


Overall 98% 

A classic 


Hookability 98% 

Highly addictive due to 
breath taking graphics and 
simple but rewarding 
gameplay 


Lastability 92% 

Fifteen Dreadnoughts may 
prove monotonous to 
complete due to little 
variation in play, but still an 
enioyable game to come 
back to time after time 


Value For Money 
92% 

Slightly more expensive 
than previous Hewson 
releases but definitely just 
as worthy 


Overall 94% 

Visually awesome, 
sonically sound 
technically stunning and a 
brilliant shoot em up to 
boot 



1 





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casse tte* (£9.99), disk (£ I 4.99), Spectrum 48K/ 1 28K (£7.99) and Atari ST (£24.99) 

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21 (25) PAPERBOY 


1 (1) WORLD GAMES (13%) 11 (21) INTO THE EAGLE’S NEST 

US Gold/Epyx Pandora 

2(2) LEADERBOARD (12%) 12(H) BARBARIAN 

US Gold/Access Palace 

3 (3) GAUNTLET (8%) 13 (10) ELITE 

US Gold Firebird 

4 (5) DELTA (8%) 14 (-) I, BALL 

Thalamus Firebird 

5 (4) URIDIUM (5%) 15 (22) PARK PATROL 

Hewson Firebird 

6 (12) THE SENTINEL (4%) 16 (13) GHOSTS ’N’ GOBLINS 


22 (20) SUMMER GAMES II 

US Gold/Epyx 

23 (26) MERCENARY 

Novagen 

24 (-) FLASH GORDON 

Mastertronic 

25 (-) THRUST 

Firebird 

26 (-) DRUID 

Firebird 

27 (27) 180 

Mastertronic 

18 (16) THE SACRED ARMOUR OF ANTIRIAD 28 (15) ARKANOID 

Palace Software Imagine 



9 (-) WIZBALL 


Ocean 


10(5) nemesis 


Konami 


19 (14) ALIENS 

Electric Dreams 

20 (1 1) SUPER CYCLE 

US Gold/Epyx 


29 (-) THE LAST NINJA 

System 3 

30 (30) CHAMPIONSHIP WRESTLING 

US Gold/Epyx 


114 ZZAP! 64 September 1 987 


— 


— 








SEPTEMBER 1 987 






6 (-) I, BALL(3%j 

Firebird 

Main Theme (Rob Hubbard) 

7 (7) KNUCKLEBUSTERS (3%) 

Melbourne House 

Main Theme (Rob Hubbard) 

8 (6) THRUST (2%) 

Firebird 

Firebird (Rob Hubbard) 

9 (4) GHOSTS ’N’ GOBLINS (1%) 

Elite 

Main Theme (Mark Cooksey) 

10(9) ARKANOID (1%) 

Imagine 

Title Tune (Martin Galway) 


1 (1) SANXION (40%) 

Thalamus 

Loading Music (Rob Hubbard) 

2(6) DELTA (17%) 

Thalamus 

Main Theme (Rob Hubbard) 

3 (3) GREEN BERET (9%) 

Imagine 

Loading Music (Martin Galway) 


• $ 


4 (5) FLASH GORDON (4%) 

Mastertronic 

Title Tune (Rob Hubbard) 


5 (-) PARALLA X(4%) 

Ocean 

Main Theme (Martin Galway) 


ZZAP! 64 September 1987 115 






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dventure through a complex and colourful Oriental world of magic, mysticism and intrigue. 

Moebius - fabled deity of the island Kingdom of Khantun - has chosen you, 
his disciple, to reclaim the stolen Orb of Celestial Harmony from the 
irenegade warlord. 

M, & ' \ ' ' " : ■ 

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Featuring superbly animated martial arts and sword-fighting combat, 

Moebius is far better than other Far Eastern adventures. Strategically 
and tactically more challenging, this odyssey 
takes you through the realms of Earth, Water, 

Air and Fipe. The dynamic playfield changes 
constantly as you travel across 26 terrain types, 
encountering earthquakes, rockslides, heavy rains and heatwaves. 

Graphics are top-notch and you can communicate with all the townspeople. 

There are 2 distinct magic systems, mixed combat modes and a fearsome 
array of enemies. I 

Strategy, planning and quick thinking are essential to reach the final 
confrontation in this engaging and unique fantasy. 




Moebius fills both sides of tw 


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rtari 5 

Prices from £19.99. 


for the CBM 64, Amiga, Atari ST and Apple. 


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F R u s e: d 






COMING SOON 
TO A MONITOR 
NEAR YOU 


Although quiet since Sky Run- 
ner, Cascade recently burst 
into the ZZAP! offices clutch- 
ing a bundle of forthcoming 
goodies. First on the agenda 
is Ace II (pictured top and 
centre right), the long- 
awaited sequel to their 
acclaimed flight combat 
simulator Ace. Programmed 
by Ian Martin, the man behind 
Sky Runner (with graphics by 
Damon), Ace II takes aerial 
combat a stage further and 
introduces a split screen dis- 
play, enabling two players to 
interact within an aerial 
dogfight scenario. 

Implosion (bottom left) is 
the title of the second Cas- 
cade release, programmed by 
newcomers Joe Booth and 
John Cassells. The action 
takes place within a high- 
speed scrolling alien energy 
network, which the player has 
to patrol in his speeding 
attack craft. Hostile swirling 
alien attack formations 
hound every move, as the 
player locates and blasts 
weak parts of the grid. The 
game is virtually finished and 


While Pilot two is airborne and 
waiting to enter the fray, Pilot 
one got up late and is still sitting 
on the runway 


PILOT OflG 


pilot one 

PLRDGS 02 
SCORE 
0000000 


COflPUTGR 
PLnnes 03 
LEVEL 1 


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should be reviewed in our 
next issue. 

The final Cascade release 
comes in the form of a vector 
graphic deep space combat 
spectacular, programmed by 
Danny Gallagher of Vektor 
Grafix. Ringworld (below) fea- 
tures a series of huge circular 
Ringworlds — enormous 
wheel-shaped spaceships — 



o o o dodo o 














PREVIEW 


Bubble spitting Bron- 
tosauri? No, we haven’t been 
drinking - just feast your eyes 
on the screen shot of the 
arcade version of Bubble 
Bobble (top right) and all will 
become clear. 

Addicts of the game will be 
pleased to hear that Fire- 
bird’s conversion is nearing 


which the player enters and 
blasts before reaching Earth. 
These worlds becomes 
increasingly difficult to 
destroy, with a gauntlet of 
hostile defending spaceships 
and gun emplacements to be 
run. 

Ace If and Implosion should 
be In the shops as you read 
this, with Ringworld fol lowing 
for the PCW show. All three 
games will retail at £1 4.95 on 
disc and £9.95 on Cassette 


attacks the stains and grime 
of the school floors, but also 
any pupils that get in her way, 
who are swiftly removed with 
by a well-aimed bar of car- 
bolic soap. Cans of Gleamo 
are the sanitary equivalent of 
a Smart Bomb! Detonate one 
of these and instantly wipe 
out all the dirt in sight. 

On cassette only, Mrs Mop 
will cost you a penny less than 
a fiver and is due in the shops 
around now. 


Smarter than your average bear 
he may be, but the Ranger is still 
too quick for poor old Yogi 


If you’re smarter than your 
average bear, you’ll recog- 
nise the handsome hunk fea- 
tured in Piranha’s forthcom- 
ing attraction, Yogi (below). 
The perennial Hanna Barbera 
favourite Yogi Bear has to 
rescue his diminutive buddy 
Boo Boo, who has been cap- 
tured by a dastardly hunter 
and hidden somewhere in Jel- 
lystone park. The only trouble 
is that winter is closing in, and 
if Yogi dawdles he’ll automat- 


completion and should be 
launched at the PCW show in 
September. The folks at Fire- 
bird reckon that it’s one of the 
most faithful conversions 
around, containing all 100 
screens of the original and 
playing almost identically. If 
you’re not fortunate enough 
to win the arcade game in our 
competition on page 44, you’ll 
have to fork out £8.95 for the 
cassette version or £ 1 4.95 for 
disk. 


If the school you happen to 
be returning to in September 
happens to be called Bounder 
Hall, you’d better watch out. 
Ariolasoft have just employed 
a super-heroine called Mrs 
Mop to keep the place clean! 
Armed with an arsenal of soap 
bars and cans of Gleamo, she 
undertakes a never-ending 
battle against dirt. The man- 
iacal Mrs Mop not only 

1 1 8 ZZAP! 64 September 1 987 











yj Life is tough when you work for the Tubeway Army 









A ' 

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weapons and armour in order 
to continue. 

Both games will be availa- 
ble at £8.95 on cassette, and 
£12.95 on disk. 



Get Fresh fans will be 
pleased to know that Centur- 
ions, the cartoon strip fea- 
tured on the program, is just 
about to make the transfor- 
mation from drawing board to 
pixel. The game, pictured in 
the centre, is being program- 
med by Challenge of the 
Gobots authors, Tony 
Crowther and Kevin Goodley 
and is set for a September 
release on Ariolasoft’s Reak- 
tor label. 


ically go into hibernation. 

The game, which includes 
loads of chase action and 
some lovely cartoon style 
graphics, should be in the 
shops any time now, priced 
£8.95. Hey-heeyyy! 



Ocean’s duo of arcade con- 
versions, FMK’s Renegade 
(above) and Taito’s Athena 
(bottom right), are bang on 
schedule for their PCW 
release. Both are violent beat 
’em ups and feature a fair 
amount of blood and gore. 

In Renegade you take the 
part of a street-wise young 
man who has to negotiate 
some of the rougher parts of 
town to collect your 
girlfriend. Using hand-to- 
hand combat and armed only 
with your skills in the martial 
arts, you battle your way past 
mugger thugs and bikers who 
are all out for your blood. 

The conversion of Athena 
takes a similar theme, but 
involves a more strategic 
twist, in that you must collect 





ZZAP! 64 September 1 987 119 










•v00 : '\ 


rmSootm 


GUNSHIP 


ZZAP! Backnumbers. All those ageing issues of your favourite Commodore 
magazine. There’s something for everyone - from connoisseur to casual con- 
sumer. Here’s a quick look at what you’re missing . . . 


BACKNUMBERS 


No 4 August 1986 

No 5 September 1985 

No 8 December 1985 

No 9 Christmas Special 1985/86 
172 Pork-Free Pages! Amazing FREE Double Sided 
Oli Frey A2 Poster! Ballblazer Gold Medal! THREE 
Splendid Sizzlers! Koronis Rift! Robin Of The Wood! 
Temple Of Aphsai Trilogy! Advanced Music System! 
Uridium Preview! SIX Pages Of Triumphant Tips! 
llnderwuride Map Part I! Archer Maclean AND Jeff 
Minter Interviewed! US Gold Previews! Rockford’s 
Round-Up! ALL Is Revealed - Inside ZZAP! Towers! 
Short Story By 2000 AD’s Kelvin Gosnell! Oli Frey 
Profile! 2000 AD Speak! Terminal Man! And Even 
More! 


No 10 February 1986 

116 Perspicuous Pages! Bounder AND Eidolon Gold 
Medals! TWO Super Sizzlers! Fight Night! Revs! Deus 
Ex Machina! Tony Crowther AND Martin Galway Inter- 
viewed! SIX Pages of Touching Tips! Dynamite Dan 
Map! Underwurlde Map Part II! Incredible Pictures In 
The Compunet Art Gallery! Shadowspiel! Lucasfilm 
Interview Part I! Terminal Man! And More! 

No 12 April 1986 

116 Practical Paper Pages! ‘Julian Rignall’ On The 
Cover! NO Gold Medal! THREE Sizzling Sizzlers! Zoids! 
Biggies Preview! Game Killer! Programmer’s Egos 
Abound - ZZAP! Superstar Challenge! FIVE Pages Of 
Transcendental Tips! First Four Levels Of The Eidolon 
Mapped! 1985 ZZAP! Readers Awards Results! 
Mindsmear Preview! Wild Sounds From Your 64 - Datel 
Digidrum AND Sound Sampler Reviewed! ZZAPBACK! 
Shadowspiel! More Fabulous Compunet Art! Terminal 
Man! And More! 


No 13 May 1986 

116 Prolific Pages! Alter Ego Gold Medal! TWO Sharp 
Sizzlers! Thrust! Super Bowl! Picture Of The Gorgeous 
Claire Hirsch! The Daily Llama - Diary Of A Minter! 
Infocom Interview Part I! ZZAP In-House Challenge 
Guest Starring Jeff Minter! SEVEN Pages Of Tryp- 
tychesque Tips! Chimera AND Bounder Maps! Palace 
Software Previews! Shadowspiel! Mindsmear Confes- 
sion! ZZAPBACK!! Imagine Interview! Index For Issues 
1-12! Terminal Man! And More! More! More! 

No 14 June 1986 

124 Psychedelic Pages! Spindizzy Gold Medal! SIX 
Saucy Sizzlers! International Karate! Cauldron II! Star- 
quake! Spellbound! ZZAP!TIONAIRE Results! Infocom 
Interview Part II! Steve Evans Interview! EIGHT Pages 
Of Terrestrial Tips! Doomdark’s Revenge Map! Last 
Four Levels Of The Eidolon Mapped! Shadowspiel! 
Gary Liddon’s Technical Bit In The Middle! Rignall 
Loses Challenge! ZZAPBACK!! Terminal Man! And 


I would like to order the following 

ix or boxes - , — , 

□ 13D14D15D16D17D 18 D 19 


P,ease tick the correct box or boxes... 


40508090 1O 0 12 

210220 23 0240 25 □ 


Signature 

Charge My Acc ount No: 


Please 


Name 
Card Holder’s Address 


, enclose a CHEQUE or 


More! 


’&>■ AP&i- 


22 AP! 64 BACK NUMBERS . • 


OUT! 


postcode 

77AP' It is best to avoid 

please * 


Expiry Date 


Number of issues ordered 

Less discount it applicable 

TOTAL COST £ 

POSTAL ORDER for the TOTAL 




No 15 July 1986 

124 Profound Pages! Leader Board Gold Medal! FOUR 
Sublime Sizzlers! Boulderdash III! Slamball! Go For 
Gold! Sentinel! Budget Reviews Bonanza! Penn Wins 
Challenge! Euromax’s Mouse And Cheese! SIX Pages 
Of Tender Tips! Starquake Map! More Outstanding 
Compunet Art! Daily Llama - Minter Diary! Gary Lid- 
don’s Technical Bit In The Middle! Shadowspiel! CRL 
Previews! Terminal Man! And More! 

No 16 August 1986 

116 Pompous Pages! NO Gold Medal! FOUR Stupend- 
ous Sizzlers! Green Beret! Tau Ceti! Infiltrator! Kik Start 
II! Controversial Musician’s Ball Interview! Vidcom Art 
Package Reviewed! Penn Wins ANOTHER Challenge! 
Daily Llama - Minter Diary! NINE Pages Of Tasty Tips! 
Cauldron II Map! Hacker Map! Mercenary Map AND 
Tips! ZZAPBACK! Terminal Man - Final Episode! And 
Even More! 

No 17 September 1986 

124 Paginated Pages! Roger Kean Leaves ZZAP! TWO 
Gold Medals! Ghosts ’n’ Goblins! Graphic Adventure 
Creator! FIVE Sensuous Sizzlers! Knight Games! Arac! 
The Second City! Hercules! Split Personalities! The 
Musician’s Other Ball - Commodore’s Music Expan- 
sion System Reviewed! Penn Loses Challenge! Daily 
Llama - Conclusion Of The Minter Dairy! SEVEN Pages 
Of Topical Tips! Ark Pandora Map AND Solution! RMS 
Titanic Map! Masterblaster III! Software Cuties Special! 
Uchi Mata Preview! ZZAPSTICK! Chris Butler Inter- 
viewed! ZZAPBACK! And More! 

No 18 October 1986 

116 Powerful Pages! Gary Penn Appointed Editor! NO 
Gold Medal! FIVE Sexy Sizzlers! Beyond The Forbidden 
Forest! Powerplay! Parallax! Iridis Alpha! Super Cycle! 
Two Readers Battle In The Challenge! Greg Barnett 
Interviewed! NINE Pages Of Titilating Tips! Tau Ceti 
Map AND Tips! Second City Map AND Tips! And More! 
More! More! 

No 19 November 1986 

148 Pretty Pages! World Games Gold Medal! FIVE 
Spiffing Sizzlers! Dan Dare! Sanxion! Tass Times in 
Tone Town! Trivial Pursuit! Delta Four Interview! 
ZZAPSTICK! TEN Pages Of Terrific Tips! Miami Vice 
Map! First Four Levels Of Equinox Mapped! Robin Of 
The Wood Map! John Twiddy Interview! ZZAPBACK! 
And (Believe It Or Not) MORE! 

No 20 December 1986 

180 Prestigeous Pages! TWO Gold Medals! The Sen- 
tinel! Boulderdash Construction Kit! FIVE Superb 
Sizzlers! Sacred Armour Of Antiriad! Leather Goddes- 
ses Of Phobos! Bobby Bearing! The Pawn! Trailblazer! 
Firebird’s Fabulous Microrhythm Drum Kit Reviewed! 
TWELVE Pages Of Top-Hole Tips! Jack The Nipper 
Map! Zoids Map! Dan Dare Map! Antiriad Map! And 
More! More! More! 

No 21 Christmas Special 1986/87 

196 Promiscuous Pages! NO Gold Medal! ONE 
Scrumptious Sizzler! The Bard's Tale! The ZZAP! Lads! 
Denton Designs Revisited! Desert Island 5V4’s! 
Rockford’s Round-Up! Tamara Knight - Part One! 
Newsfield Reviewer’s Challenge! Masterblaster IV! 
ELEVEN Pages Of Thrilling Tips! Glider Rider Map! Druid 
Map! Hacker II Map! Infiltrator Tips AND Maps! Fabul- 
ous Pull-Out 1987 Calendar! Compunet - Partyline 
Parody! More Glorious Binary Pictures In The Art Gal- 
lery! Tamara Knight - Part Two! ZZAP! Scrapbook! Page 
202! And More! 

No 22 February 1987 

132 Powerful Pages! Over FIFTY Pages of Reviews! NO 
Gold Medal! FIVE Stunning Sizzlers! Gauntlet! Moon- 
mist! Escape From Singe’s Castle! They Stole A Million! 
Tamara Knight - Part Three! SEVEN Pages Of Trium- 
phant Tips! Flash Gordon Map! Last Four Levels Of 
Equinox Mapped! Mercenary: The Second City - THE 
Cheat! Infodroid Map! Kele-Line Profile! And Much 
Much More! 


No 23 March 1987 

116 Plague-Free Pages! NO Gold Medal! TWO Sweaty 
Sizzlers! Mutants! Brian Clough’s Football Fortunes! 
TWO Powerful Pages Of Hard-Hitting Editorial! Portal 
‘Review’! Sensible Software Interviewed! TWELVE 
Pages Of Taxing Tips! Camelot Warriors Map! Firelord 
Map! Avenger Map! Fist II Map! Dante’s Inferno Map! 
Tamara Knight - Part Four! 1986 ZZAP! Reader’s 
Awards Results! The Andrew Braybrook Diary - Mental 
Procreation Part One! And (Gasp) MORE! 

No 24 April 1987 

116 Packed Pages! NO Gold Medal! ONE Steaming 
Sizzler! Gunship! SIX Pages of Coin-Op Reviews! ELE- 
VEN Pages Of Tasty Tips! Tarzan Map! DIY 3D Escape 
From Singe’s Castle Map! Nosferatu Map! Aliens Map! 
Future Knight Map - Part One! Tamara Knight - Part 
Five! Mental Procreation - Part Two! And A Whole Lot 
More! 

No 25 May 1987 

116 Perfect Pages! An Almost Full-Colour Issue! NO 
Gold Medal! TWO Sizzling Sizzlers! Into The Eagle’s 
Nest! Hollywood Hijinx! PLUS! Ranarama! Nemesis! 
Shockway Rider! POD! Sailing! Crucial Compilations 
Comparison! T amara Knight — Part Six! Mental Procrea- 
tion - Part Three! SIX Pages Of Tremendous Tips! 
Future Knight Map - Part Two! Fantastic Oli Frey Pull- 
Out Poster! Impossible Mission Past Blaster! Stifflip 
And Co Preview! Terminal Man II Prologue! Index For 
Issues 13-24! And (Surprise Surprise) Even More! 









Update: 

Saving young Pas and his sister from the clutches of 
an ancient robot leads Cross - part man, part 
computer, part virus - to their tribe’s ceremony of 
the Searing, a mysterious bolt of energy from space 
- the dramatic prelude to the Giving. And by the 
lakeside ... 


THE TERMINAL MAN 



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ZZAP! 64 September 1 98 7 1 21 











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THEV 

COME-' 


BY OLIVER FREY 


Next Month: Anchor in Space 


1 22 ZZAP! 64 September 1 987 







The order of the solar system 
as kept for thousands of yean 
by the people of Zybor was comb 
apart Growing dissatisfaction in < 
planet bodies increased as th 
Zybor reacted in the only wan 


ong with the last fragments of his battle cruiser, 
Felt the hate and rage surge through his body and 
ithin the ice cold compartment of his mind, he 
recognised the burden that now lay with 

him, that all now depended on he i 

■fe - Trantor, the Last i 

BL Storm trooper. 


SPECTRUM +3 £ 12 . 99 , 
SPECTRUM 48/128K £ 8.99 


CBM 64/128 


DISK c 


TAPE 

Coming soon on Atari ST £19.99 


Screen shot from Amstrad version 


Screen shots from Spectrum version 


Units 2/3, Holford Way, Holford, Birmingham B6 7 AX Tel: 021 356 3388 


**• f 
kl £ 

I 

SI 

fi 

fu 

1 

1 

p 











DEATH WISH 3 

The big screen classic, in 
which modern day vigilante 
Paul Kersey wreaks his own 
form of revenge on the scum 
and filth that terrorise the 
streets of modern day New 
York. For too long the gangs 
have run wild, un- 
challenged in their peverted 
attacks and violations of 
innocent citizens. 
Muggings and robberies 
have become a daily 
feature of city life. So 
-* when the chief of police 
turns a blind eye you 
decide to take over 
where the law left off. 


Strap on your famous 
475 WILDEY 
MAGNUM, turn your- 
self into a one man 
fighting force armed 
with pump action 
shotgun, machine gun 
and rocket launcher. 

Now turn the tables on 
the punks and creeps 
who certainly know how 
to dish out the violence 
but may not be so good at 
being on the receiving end 


SPECTRUM 48/I28K 
Cassette £7.99 

MSX Cassette £7.99 

tBM 64/128 & AMSTRAD 
Cassette £9.99 Disk£l4.99 




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